### 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)

virtual void particles_request_process(RID p_particles) override;
	virtual AABB particles_get_current_aabb(RID p_particles) override;
	virtual AABB particles_get_aabb(RID p_particles) const override;
	virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
	virtual bool particles_get_emitting(RID p_particles) override;
	virtual int particles_get_draw_passes(RID p_particles) const override;
	virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
	virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
	virtual bool particles_is_inactive(RID p_particles) const override;
	_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
		Particles *particles = particles_owner.get_or_null(p_particles);
		ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
		return particles->mode;
	}
	_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
		Particles *particles = particles_owner.get_or_null(p_particles);
		ERR_FAIL_COND_V(!particles, 0);
		if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
			r_trail_divisor = particles->trail_bind_poses.size();
		} else {
			r_trail_divisor = 1;
		}
		return particles->amount * r_trail_divisor;
	}
	_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
		Particles *particles = particles_owner.get_or_null(p_particles);
		ERR_FAIL_COND_V(!particles, 0);
		return particles->has_collision_cache;
	}
	_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {