### 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)

pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_COLOR_PASS;
			} break;
			case PASS_MODE_SHADOW:
			case PASS_MODE_DEPTH: {
				pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS;
			} break;
			case PASS_MODE_SHADOW_DP: {
				ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass");
				pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
				pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
				pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
			} break;
			case PASS_MODE_DEPTH_MATERIAL: {
				ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for material pass");
				pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL;
			} break;
			case PASS_MODE_SDF: {
				
				ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for SDF pass");
				pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF;
			} break;
		}
		PipelineCacheRD *pipeline = nullptr;
		if constexpr (p_pass_mode == PASS_MODE_COLOR) {
			pipeline = &shader->color_pipelines[cull_variant][primitive][pipeline_color_pass_flags];
		} else {