### 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)

ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
	ERR_FAIL_COND(!particles_collision);
	if (p_type == particles_collision->type) {
		return;
	}
	if (particles_collision->heightfield_texture.is_valid()) {
		RD::get_singleton()->free(particles_collision->heightfield_texture);
		particles_collision->heightfield_texture = RID();
	}
	particles_collision->type = p_type;
	particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {