### Godot version

4.0beta10 (4.0beta11)

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).

Here is what I expect (screen capture of the project in Godot Beta 9):
![Animation](https://user-images.githubusercontent.com/6784639/211841608-c7b268ab-98c6-4c2c-9e42-b7730e44ea20.gif)

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:
![Animation2](https://user-images.githubusercontent.com/6784639/211841773-bdfc7c45-c262-4be9-b5b7-18856ddcb6f3.gif)


### Steps to reproduce

1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)

particles->restart_request = false;
		}
		if (particles->inactive && !particles->emitting) {
			
			continue;
		}
		if (particles->emitting) {
			if (particles->inactive) {
				
				particles->prev_ticks = 0;
				particles->phase = 0;
				particles->prev_phase = 0;
				particles->clear = true;
			}
			particles->inactive = false;
			particles->inactive_time = 0;
		} else {
			particles->inactive_time += particles->speed_scale * RendererCompositorRD::singleton->get_frame_delta_time();
			if (particles->inactive_time > particles->lifetime * 1.2) {
				particles->inactive = true;
				continue;
			}
		}
		
		float screen_hz = 60;
		int fixed_fps = 0;
		if (particles->fixed_fps > 0) {
			fixed_fps = particles->fixed_fps;
		} else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
			fixed_fps = screen_hz;