### 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)

_bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
				push_constant.modulation[0] = base_color.r;
				push_constant.modulation[1] = base_color.g;
				push_constant.modulation[2] = base_color.b;
				push_constant.modulation[3] = base_color.a;
				for (int j = 0; j < 4; j++) {
					push_constant.src_rect[j] = 0;
					push_constant.dst_rect[j] = 0;
					push_constant.ninepatch_margins[j] = 0;
				}
				RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
				RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
				if (pb->indices.is_valid()) {
					RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
				}
				RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
			} break;
			case Item::Command::TYPE_PRIMITIVE: {
				const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
				
				{
					static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
					ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
					RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
				}
				
				_bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
				RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
				for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {