### 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)

RD::get_singleton()->draw_command_begin_label("Setup Sky");
			Projection projection = p_render_data->scene_data->cam_projection;
			if (p_render_data->reflection_probe.is_valid()) {
				Projection correction;
				correction.set_depth_correction(true);
				projection = correction * p_render_data->scene_data->cam_projection;
			}
			sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->scene_data->cam_transform, screen_size, this);
			sky_energy_multiplier *= bg_energy_multiplier;
			RID sky_rid = environment_get_sky(p_render_data->environment);
			if (sky_rid.is_valid()) {
				sky.update(p_render_data->environment, projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
				radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
			} else {
				
				draw_sky = false;
			}
			RD::get_singleton()->draw_command_end_label();
		}
	} else {
		clear_color = p_default_bg_color;
	}
	bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
	bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
	bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
	bool using_ssao = depth_pre_pass && rb.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment);
	bool continue_depth = false;
	if (depth_pre_pass) { 
		bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
		if (needs_pre_resolve) {