### 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)

if (state.shadow_fb == RID()) {
		
		RD::get_singleton()->free(state.shadow_texture); 
		Vector<RID> fb_textures;
		{ 
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = state.shadow_texture_size;
			tf.height = state.max_lights_per_render * 2;
			tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
			tf.format = RD::DATA_FORMAT_R32_SFLOAT;
			state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
			fb_textures.push_back(state.shadow_texture);
		}
		{
			RD::TextureFormat tf;
			tf.texture_type = RD::TEXTURE_TYPE_2D;
			tf.width = state.shadow_texture_size;
			tf.height = state.max_lights_per_render * 2;
			tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
			tf.format = RD::DATA_FORMAT_D32_SFLOAT;
			
			state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
			fb_textures.push_back(state.shadow_depth_texture);
		}
		state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
	}
}
void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {