### 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)

RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
		}
#ifdef REAL_T_IS_DOUBLE
		
		
		RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
		RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
		RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
#endif
		push_constant.flags = inst->flags_cache;
		push_constant.gi_offset = inst->gi_offset_cache;
		push_constant.layer_mask = inst->layer_mask;
		push_constant.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
		if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
			
			push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
			push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
		} else {
			push_constant.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
			push_constant.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
			push_constant.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
			push_constant.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
		};
		RID material_uniform_set;
		SceneShaderForwardMobile::ShaderData *shader;
		void *mesh_surface;
		if (shadow_pass) {
			material_uniform_set = surf->material_uniform_set_shadow;
			shader = surf->shader_shadow;
			mesh_surface = surf->surface_shadow;