### 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)

COPY_MODE_FILL_INSTANCES,
			COPY_MODE_FILL_SORT_BUFFER,
			COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
			COPY_MODE_MAX,
		};
		ParticlesCopyShaderRD copy_shader;
		RID copy_shader_version;
		RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)];
		LocalVector<float> pose_update_buffer;
	} particles_shader;
	Particles *particle_update_list = nullptr;
	mutable RID_Owner<Particles, true> particles_owner;
	
	struct ParticlesShaderData : public MaterialStorage::ShaderData {
		bool valid = false;
		RID version;
		bool uses_collision = false;
		Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
		Vector<uint32_t> ubo_offsets;
		uint32_t ubo_size = 0;
		String code;
		RID pipeline;
		bool uses_time = false;
		bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {};
		uint32_t userdata_count = 0;
		virtual void set_code(const String &p_Code);
		virtual bool is_animated() const;
		virtual bool casts_shadows() const;
		virtual RS::ShaderNativeSourceCode get_native_source_code() const;
		ParticlesShaderData() {}