### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

uint32_t userdata_count = 0;
	MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material);
	if (shader_data) {
		const ParticlesShaderData *particle_shader_data = static_cast<const ParticlesShaderData *>(shader_data);
		userdata_count = particle_shader_data->userdata_count;
	}
	if (userdata_count != particles->userdata_count) {
		
		_particles_free_data(particles);
	}
	if (particles->amount > 0 && particles->particle_buffer.is_null()) {
		int total_amount = particles->amount;
		if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
			total_amount *= particles->trail_bind_poses.size();
		}
		uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
		particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount);
		particles->userdata_count = userdata_count;
		particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
		
		{
			Vector<RD::Uniform> uniforms;
			{
				RD::Uniform u;