### 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)

p_render_data->scene_data->opaque_prepass_threshold = 0.99f;
	Size2i screen_size;
	RID color_framebuffer;
	RID color_only_framebuffer;
	RID depth_framebuffer;
	PassMode depth_pass_mode = PASS_MODE_DEPTH;
	uint32_t color_pass_flags = 0;
	Vector<Color> depth_pass_clear;
	bool using_separate_specular = false;
	bool using_ssr = false;
	bool using_sdfgi = false;
	bool using_voxelgi = false;
	bool reverse_cull = p_render_data->scene_data->cam_transform.basis.determinant() < 0;
	bool using_ssil = p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment);
	if (rb.is_valid()) {
		screen_size = rb->get_internal_size();
		if (rb->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
			color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS;
		}
		if (p_render_data->voxel_gi_instances->size() > 0) {
			using_voxelgi = true;
		}
		if (p_render_data->environment.is_null() && using_voxelgi) {
			depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
		} else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
			if (environment_get_sdfgi_enabled(p_render_data->environment)) {
				depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; 
				using_sdfgi = true;
			} else {
				depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;