### 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)

}
	for (uint32_t i = 0; i < MAX_RDL_CULL; i++) {
		uint32_t ofs = i < 4 ? 0 : 1;
		uint32_t shift = (i & 0x3) << 3;
		uint32_t mask = ~(0xFF << shift);
		if (i < p_instance->omni_light_count) {
			p_push_constant->omni_lights[ofs] &= mask;
			p_push_constant->omni_lights[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT].map[p_instance->omni_lights[i]]) << shift;
		}
		if (i < p_instance->spot_light_count) {
			p_push_constant->spot_lights[ofs] &= mask;
			p_push_constant->spot_lights[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT].map[p_instance->spot_lights[i]]) << shift;
		}
		if (i < p_instance->decals_count) {
			p_push_constant->decals[ofs] &= mask;
			p_push_constant->decals[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_DECAL].map[p_instance->decals[i]]) << shift;
		}
		if (i < p_instance->reflection_probe_count) {
			p_push_constant->reflection_probes[ofs] &= mask;
			p_push_constant->reflection_probes[ofs] |= uint32_t(forward_id_allocators[RendererRD::FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]]) << shift;
		}
	}
}
void RenderForwardMobile::RenderBufferDataForwardMobile::free_data() {
	
	if (render_buffers) {
		render_buffers->clear_context(RB_SCOPE_MOBILE);
	}
}
void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RenderSceneBuffersRD *p_render_buffers) {