### 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)

if (ginstance->data->cast_double_sided_shadows) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
	}
	if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
		
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
		if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
			flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
			flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
		}
	} else {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
		flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
	}
	if (p_material->shader_data->uses_particle_trails) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS;
	}
	SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
	void *surface_shadow = nullptr;
	if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
		material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
		RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
		if (shadow_mesh.is_valid()) {
			surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
		}
	} else {
		material_shadow = p_material;
	}