### 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)

RD::get_singleton()->draw_command_end_label();
		RD::get_singleton()->draw_list_end();
	}
	if (debug_sdfgi_probes) {
		
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
		Projection dc;
		dc.set_depth_correction(true);
		Projection cms[RendererSceneRender::MAX_RENDER_VIEWS];
		for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
			cms[v] = (dc * p_render_data->scene_data->view_projection[v]) * Projection(p_render_data->scene_data->cam_transform.affine_inverse());
		}
		_debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->scene_data->view_count, cms, will_continue_color, will_continue_depth);
	}
	if (draw_sky || draw_sky_fog_only) {
		RENDER_TIMESTAMP("Render Sky");
		RD::get_singleton()->draw_command_begin_label("Draw Sky");
		if (p_render_data->reflection_probe.is_valid()) {
			Projection correction;
			correction.set_depth_correction(true);
			Projection projection = correction * p_render_data->scene_data->cam_projection;
			sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
		} else {
			sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
		}
		RD::get_singleton()->draw_command_end_label();
	}
	if (rb.is_valid() && !can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {