### 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)

#include "particles_storage.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/rendering_server_globals.h"
#include "texture_storage.h"
using namespace RendererRD;
ParticlesStorage *ParticlesStorage::singleton = nullptr;
ParticlesStorage *ParticlesStorage::get_singleton() {
	return singleton;
}
ParticlesStorage::ParticlesStorage() {
	singleton = this;
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	
	{
		
		Vector<String> particles_modes;
		particles_modes.push_back("");
		particles_shader.shader.initialize(particles_modes, String());
	}
	MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
	MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
	{
		ShaderCompiler::DefaultIdentifierActions actions;