### 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)

const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
	ERR_FAIL_COND_V(!particles_collision, false);
	return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
	ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
	ERR_FAIL_NULL_V(pc, nullptr);
	return &pc->dependency;
}
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
	ParticlesCollisionInstance pci;
	pci.collision = p_collision;
	return particles_collision_instance_owner.make_rid(pci);
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
	particles_collision_instance_owner.free(p_rid);
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
	ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
	ERR_FAIL_COND(!pci);
	pci->transform = p_transform;
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
	ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
	ERR_FAIL_COND(!pci);
	pci->active = p_active;
}