### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

ParticlesShader::CopyPushConstant copy_push_constant;
	if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
		int fixed_fps = 60.0;
		if (particles->fixed_fps > 0) {
			fixed_fps = particles->fixed_fps;
		}
		copy_push_constant.trail_size = particles->trail_bind_poses.size();
		copy_push_constant.trail_total = particles->frame_history.size();
		copy_push_constant.frame_delta = 1.0 / fixed_fps;
	} else {
		copy_push_constant.trail_size = 1;
		copy_push_constant.trail_total = 1;
		copy_push_constant.frame_delta = 0.0;
	}
	copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
	copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
	copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
	copy_push_constant.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
	copy_push_constant.total_particles = particles->amount;
	copy_push_constant.copy_mode_2d = false;
	Vector3 axis = -p_axis; 
	if (particles->use_local_coords) {
		axis = particles->emission_transform.basis.xform_inv(axis).normalized();
	}
	copy_push_constant.sort_direction[0] = axis.x;
	copy_push_constant.sort_direction[1] = axis.y;
	copy_push_constant.sort_direction[2] = axis.z;
	copy_push_constant.align_up[0] = p_up_axis.x;
	copy_push_constant.align_up[1] = p_up_axis.y;
	copy_push_constant.align_up[2] = p_up_axis.z;