### 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)

MaterialStorage *material_storage = MaterialStorage::get_singleton();
	particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
	material_storage->material_free(particles_shader.default_material);
	material_storage->shader_free(particles_shader.default_shader);
	singleton = nullptr;
}
bool ParticlesStorage::free(RID p_rid) {
	if (owns_particles(p_rid)) {
		particles_free(p_rid);
		return true;
	} else if (owns_particles_collision(p_rid)) {
		particles_collision_free(p_rid);
		return true;
	} else if (owns_particles_collision_instance(p_rid)) {
		particles_collision_instance_free(p_rid);
		return true;
	}
	return false;
}
RID ParticlesStorage::particles_allocate() {
	return particles_owner.allocate_rid();
}
void ParticlesStorage::particles_initialize(RID p_rid) {