### 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 (render_buffers) {
		render_buffers->clear_context(RB_SCOPE_FORWARD_CLUSTERED);
	}
	if (cluster_builder) {
		memdelete(cluster_builder);
		cluster_builder = nullptr;
	}
	if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
		RD::get_singleton()->free(render_sdfgi_uniform_set);
	}
	if (ss_effects_data.linear_depth.is_valid()) {
		RD::get_singleton()->free(ss_effects_data.linear_depth);
		ss_effects_data.linear_depth = RID();
		ss_effects_data.linear_depth_slices.clear();
	}
	if (ss_effects_data.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects_data.downsample_uniform_set)) {
		RD::get_singleton()->free(ss_effects_data.downsample_uniform_set);
		ss_effects_data.downsample_uniform_set = RID();
	}
	RenderForwardClustered::get_singleton()->get_ss_effects()->ssao_free(ss_effects_data.ssao);
	RenderForwardClustered::get_singleton()->get_ss_effects()->ssil_free(ss_effects_data.ssil);
	RenderForwardClustered::get_singleton()->get_ss_effects()->ssr_free(ss_effects_data.ssr);
}
void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderSceneBuffersRD *p_render_buffers) {