### 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)

u.append_id(ref_texture);
		uniforms.push_back(u);
	}
	{
		
		RD::Uniform u;
		u.binding = 5;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
		u.append_id(texture);
		uniforms.push_back(u);
	}
	{
		
		RD::Uniform u;
		u.binding = 6;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
		u.append_id(texture);
		uniforms.push_back(u);
	}
	{
		
		RD::Uniform u;
		u.binding = 7;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
		for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
			u.append_id(default_tex);
		}