### 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 (RendererSceneRenderRD::free(p_rid)) {
		return true;
	}
	return false;
}
template <RenderForwardClustered::PassMode p_pass_mode, uint32_t p_color_pass_flags>
void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	RD::DrawListID draw_list = p_draw_list;
	RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
	
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, scene_shader.default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
	RID prev_material_uniform_set;
	RID prev_vertex_array_rd;
	RID prev_index_array_rd;
	RID prev_pipeline_rd;
	RID prev_xforms_uniform_set;
	bool shadow_pass = (p_pass_mode == PASS_MODE_SHADOW) || (p_pass_mode == PASS_MODE_SHADOW_DP);
	SceneState::PushConstant push_constant;
	if constexpr (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
		push_constant.uv_offset = Math::make_half_float(p_params->uv_offset.y) << 16;
		push_constant.uv_offset |= Math::make_half_float(p_params->uv_offset.x);
	} else {
		push_constant.uv_offset = 0;
	}
	bool should_request_redraw = false;