### 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)

double pre_process_time = 0.0;
		real_t explosiveness = 0.0;
		real_t randomness = 0.0;
		bool restart_request = false;
		AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
		bool use_local_coords = false;
		bool has_collision_cache = false;
		bool has_sdf_collision = false;
		Transform2D sdf_collision_transform;
		Rect2 sdf_collision_to_screen;
		RID sdf_collision_texture;
		RID process_material;
		uint32_t frame_counter = 0;
		RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
		RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
		Vector<RID> draw_passes;
		Vector<Transform3D> trail_bind_poses;
		bool trail_bind_poses_dirty = false;
		RID trail_bind_pose_buffer;
		RID trail_bind_pose_uniform_set;
		RID particle_buffer;
		RID particle_instance_buffer;
		RID frame_params_buffer;
		uint32_t userdata_count = 0;
		RID particles_material_uniform_set;
		RID particles_copy_uniform_set;
		RID particles_transforms_buffer_uniform_set;
		RID collision_textures_uniform_set;
		RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
		uint32_t collision_3d_textures_used = 0;