### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
				u.binding = 1;
				u.append_id(particles->particle_buffer);
				uniforms.push_back(u);
			}
			{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
				u.binding = 2;
				u.append_id(particles->particle_instance_buffer);
				uniforms.push_back(u);
			}
			particles->particles_copy_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 0);
		}
	}
}
void ParticlesStorage::update_particles() {
	while (particle_update_list) {
		
		Particles *particles = particle_update_list;
		
		particle_update_list = particles->update_list;
		particles->update_list = nullptr;
		particles->dirty = false;
		_particles_update_buffers(particles);
		if (particles->restart_request) {
			particles->prev_ticks = 0;
			particles->phase = 0;
			particles->prev_phase = 0;
			particles->clear = true;