### 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)

pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_SOFT_SHADOWS;
			}
			if (element_info.uses_projector) {
				pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_PROJECTOR;
			}
			if (p_params->use_directional_soft_shadow) {
				pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS;
			}
		}
		switch (p_pass_mode) {
			case PASS_MODE_COLOR: {
				if (element_info.uses_lightmap) {
					pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_LIGHTMAP;
				} else {
					if (element_info.uses_forward_gi) {
						pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI;
					}
				}
				if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_SEPARATE_SPECULAR) != 0) {
					pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
				}
				if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) != 0) {
					pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS;
				}
				if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT) != 0) {
					pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_TRANSPARENT;
				}
				if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) != 0) {
					pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MULTIVIEW;
				}