### 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)

push_constant.lights[1] = 0;
	push_constant.lights[2] = 0;
	push_constant.lights[3] = 0;
	uint32_t base_flags = 0;
	uint16_t light_count = 0;
	PipelineLightMode light_mode;
	{
		Light *light = p_lights;
		while (light) {
			if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
				uint32_t light_index = light->render_index_cache;
				push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
				light_count++;
				if (light_count == MAX_LIGHTS_PER_ITEM) {
					break;
				}
			}
			light = light->next_ptr;
		}
		base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
	}
	light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
	PipelineVariants *pipeline_variants = p_pipeline_variants;
	bool reclip = false;
	RID last_texture;
	Size2 texpixel_size;
	bool skipping = false;
	const Item::Command *c = p_item->commands;
	while (c) {
		if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {