### 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)

CanvasLight canvas_light;
	return canvas_light_owner.make_rid(canvas_light);
}
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl);
	if (cl->texture == p_texture) {
		return;
	}
	if (cl->texture.is_valid()) {
		texture_storage->texture_remove_from_decal_atlas(cl->texture);
	}
	cl->texture = p_texture;
	if (cl->texture.is_valid()) {
		texture_storage->texture_add_to_decal_atlas(cl->texture);
	}
}
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl);
	cl->shadow.enabled = p_enable;
}
void RendererCanvasRenderRD::_update_shadow_atlas() {