### 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)

scene_state.uniform_buffers[i] = p_render_data->scene_data->create_uniform_buffer();
		}
	}
	p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers);
	
	scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_render_data->cluster_size);
	scene_state.ubo.max_cluster_element_count_div_32 = p_render_data->cluster_max_elements / 32;
	{
		uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_render_data->cluster_size + 1;
		uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_render_data->cluster_size + 1;
		scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
		scene_state.ubo.cluster_width = cluster_screen_width;
	}
	scene_state.ubo.gi_upscale_for_msaa = false;
	scene_state.ubo.volumetric_fog_enabled = false;
	if (rd.is_valid()) {
		if (rd->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
			scene_state.ubo.gi_upscale_for_msaa = true;
		}
		if (rd->has_custom_data(RB_SCOPE_FOG)) {
			Ref<RendererRD::Fog::VolumetricFog> fog = rd->get_custom_data(RB_SCOPE_FOG);
			scene_state.ubo.volumetric_fog_enabled = true;
			float fog_end = fog->length;
			if (fog_end > 0.0) {
				scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
			} else {
				scene_state.ubo.volumetric_fog_inv_length = 1.0;
			}
			float fog_detail_spread = fog->spread; 
			if (fog_detail_spread > 0.0) {