### 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)

}
		if (inst->store_transform_cache) {
			RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform);
			RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform);
		} else {
			RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform);
			RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform);
		}
		instance_data.flags = inst->flags_cache;
		instance_data.gi_offset = inst->gi_offset_cache;
		instance_data.layer_mask = inst->layer_mask;
		instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
		instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
		instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
		instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
		instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
#ifdef REAL_T_IS_DOUBLE
		
		
		RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
		RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
		RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
#endif
		bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
		if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && inst->mirror == prev_surface->owner->mirror && repeats < RenderElementInfo::MAX_REPEATS) {
			
			repeats++;
		} else {
			if (repeats > 0) {
				for (uint32_t j = 1; j <= repeats; j++) {