### 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)

bool first = true;
		const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
		uint32_t particle_data_size = sizeof(ParticleData) + sizeof(float) * particles->userdata_count;
		for (int i = 0; i < total_amount; i++) {
			const ParticleData &particle_data = *(const ParticleData *)&data_ptr[particle_data_size * i];
			if (particle_data.active) {
				Vector3 pos = Vector3(particle_data.xform[12], particle_data.xform[13], particle_data.xform[14]);
				if (!particles->use_local_coords) {
					pos = inv.xform(pos);
				}
				if (first) {
					aabb.position = pos;
					first = false;
				} else {
					aabb.expand_to(pos);
				}
			}
		}
	}
	float longest_axis_size = 0;
	for (int i = 0; i < particles->draw_passes.size(); i++) {
		if (particles->draw_passes[i].is_valid()) {
			AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
			longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
		}
	}
	aabb.grow_by(longest_axis_size);
	return aabb;
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {