### 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)

RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
	RS::CanvasItemTextureFilter current_filter = default_filter;
	RS::CanvasItemTextureRepeat current_repeat = default_repeat;
	if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
		current_filter = p_item->texture_filter;
	}
	if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
		current_repeat = p_item->texture_repeat;
	}
	PushConstant push_constant;
	Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
	Transform2D draw_transform;
	_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
	Color base_color = p_item->final_modulate;
	for (int i = 0; i < 4; i++) {
		push_constant.modulation[i] = 0;
		push_constant.ninepatch_margins[i] = 0;
		push_constant.src_rect[i] = 0;
		push_constant.dst_rect[i] = 0;
	}
	push_constant.flags = 0;
	push_constant.color_texture_pixel_size[0] = 0;
	push_constant.color_texture_pixel_size[1] = 0;
	push_constant.pad[0] = 0;
	push_constant.pad[1] = 0;
	push_constant.lights[0] = 0;