### Godot version

v4.0.beta.custom_build [291add339]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.1694)

### Issue description

I was testing if #69669 was solved by #70418, which it seemed to be. However, I got a wall of errors at the same time.

In the minimal reproduction project below in this Issue, I get errors when instantiating many of the same `GPUParticle2D` scene. In my earlier Godot 4 build (v4.0.beta.custom_build [2a04b18d3]) I did not get any errors (but got the occasional artifact as was my original issue in #69669).

I suspect the PR #70418 solved the artifact, but possibly introduced new bugs. However, I have not specifically built Godot with, and without the PR in question.

I believe this is the start and end of the errors - after which they repeat.
![wall_of_errors](https://user-images.githubusercontent.com/10490534/209046500-9813150c-d6e4-4a11-8e62-79d370d07009.png)

### Steps to reproduce

- Create a GPUParticle2D scene
- Instantiate the scene several times
- Observe the debugger get flooded with errors

### Minimal reproduction project

This project only instantiates default GPUParticle2D scenes with a default particle material.
[GPU_Particle_Creation_Bug.zip](https://github.com/godotengine/godot/files/10283416/GPU_Particle_Creation_Bug.zip)

sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
			}
			RD::get_singleton()->draw_command_end_label(); 
			
		} else {
			
			RD::get_singleton()->draw_list_switch_to_next_pass();
		}
		if (!using_subpass_transparent) {
			
			RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
			RD::get_singleton()->draw_command_end_label(); 
		}
		if (scene_state.used_screen_texture) {
			
			_render_buffers_copy_screen_texture(p_render_data);
		}
		if (scene_state.used_depth_texture) {
			
			_render_buffers_copy_depth_texture(p_render_data);
		}
		
		RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
		rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
		if (using_subpass_transparent) {
			RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
			RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
			render_list_params.framebuffer_format = fb_format;
			if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {