### 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)

_render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_SHADOW_DP: {
			_render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH: {
			_render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
			_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
			_render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_DEPTH_MATERIAL: {
			_render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
		case PASS_MODE_SDF: {
			_render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
		} break;
	}
}
void RenderForwardClustered::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
	uint32_t render_total = p_params->element_count;
	uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
	uint32_t render_from = p_thread * render_total / total_threads;
	uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
	_render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
}
void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {