### 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)

bool render_shadows = p_render_data->directional_shadows.size() || p_render_data->shadows.size();
	if (render_shadows) {
		RENDER_TIMESTAMP("Render Shadows");
	}
	
	if (render_shadows) {
		_render_shadow_begin();
		
		for (uint32_t i = 0; i < p_render_data->directional_shadows.size(); i++) {
			_render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info);
		}
		
		for (uint32_t i = 0; i < p_render_data->shadows.size(); i++) {
			_render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info);
		}
		_render_shadow_process();
		_render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
	}
	
	RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
	bool using_shadows = true;
	if (p_render_data->reflection_probe.is_valid()) {
		if (!RSG::light_storage->reflection_probe_renders_shadows(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
			using_shadows = false;
		}
	} else {
		
		light_storage->update_reflection_probe_buffer(p_render_data, *p_render_data->reflection_probes, p_render_data->scene_data->cam_transform.affine_inverse(), p_render_data->environment);
	}
	uint32_t directional_light_count = 0;