### 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)

sdcache->shader = p_material->shader_data;
	sdcache->material = p_material;
	sdcache->material_uniform_set = p_material->uniform_set;
	sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
	sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
	sdcache->surface_index = p_surface;
	if (ginstance->data->dirty_dependencies) {
		RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
	}
	
	sdcache->shader_shadow = material_shadow->shader_data;
	sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
	sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
	sdcache->owner = ginstance;
	sdcache->next = ginstance->surface_caches;
	ginstance->surface_caches = sdcache;
	
	sdcache->sort.sort_key1 = 0;
	sdcache->sort.sort_key2 = 0;
	sdcache->sort.surface_index = p_surface;
	sdcache->sort.material_id_low = p_material_id & 0xFFFF;
	sdcache->sort.material_id_hi = p_material_id >> 16;
	sdcache->sort.shader_id = p_shader_id;
	sdcache->sort.geometry_id = p_mesh.get_local_index(); 
	sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
	sdcache->sort.priority = p_material->priority;
	sdcache->sort.uses_projector = ginstance->using_projectors;
	sdcache->sort.uses_softshadow = ginstance->using_softshadows;
}
void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh) {