### 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)

OccluderPolygon occluder;
	occluder.line_point_count = 0;
	occluder.sdf_point_count = 0;
	occluder.sdf_index_count = 0;
	occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
	return occluder_polygon_owner.make_rid(occluder);
}
void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
	OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
	ERR_FAIL_COND(!oc);
	Vector<Vector2> lines;
	if (p_points.size()) {
		int lc = p_points.size() * 2;
		lines.resize(lc - (p_closed ? 0 : 2));
		{
			Vector2 *w = lines.ptrw();
			const Vector2 *r = p_points.ptr();
			int max = lc / 2;
			if (!p_closed) {
				max--;
			}
			for (int i = 0; i < max; i++) {
				Vector2 a = r[i];
				Vector2 b = r[(i + 1) % (lc / 2)];
				w[i * 2 + 0] = a;
				w[i * 2 + 1] = b;
			}
		}