### 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)

} else {
			
			RENDER_TIMESTAMP("Merge Specular");
			copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->scene_data->view_count);
		}
	}
	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);
	}
	RENDER_TIMESTAMP("Render 3D Transparent Pass");
	RD::get_singleton()->draw_command_begin_label("Render 3D Transparent Pass");
	rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
	_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
	{
		uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
		RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_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(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, 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_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
	}
	RD::get_singleton()->draw_command_end_label();
	RENDER_TIMESTAMP("Resolve");
	RD::get_singleton()->draw_command_begin_label("Resolve");
	if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
		for (uint32_t v = 0; v < rb->get_view_count(); v++) {
			RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));