### 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)

u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
				u.binding = 1;
				u.append_id(particles->particle_buffer);
				uniforms.push_back(u);
			}
			{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
				u.binding = 2;
				u.append_id(particles->particle_instance_buffer);
				uniforms.push_back(u);
			}
			particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
		}
	}
}
void ParticlesStorage::update_particles() {
	while (particle_update_list) {
		
		Particles *particles = particle_update_list;
		
		particle_update_list = particles->update_list;
		particles->update_list = nullptr;
		particles->dirty = false;
		_particles_update_buffers(particles);
		if (particles->restart_request) {
			particles->prev_ticks = 0;
			particles->phase = 0;
			particles->prev_phase = 0;
			particles->clear = true;