### 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)

ShadowRenderPushConstant push_constant;
		for (int y = 0; y < 4; y++) {
			for (int x = 0; x < 4; x++) {
				push_constant.projection[y * 4 + x] = projection.columns[y][x];
			}
		}
		static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
		push_constant.direction[0] = directions[i].x;
		push_constant.direction[1] = directions[i].y;
		push_constant.z_far = p_far;
		push_constant.pad = 0;
		LightOccluderInstance *instance = p_occluders;
		while (instance) {
			OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
			if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
				instance = instance->next;
				continue;
			}
			_update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
			RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
			RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
			RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
			RD::get_singleton()->draw_list_draw(draw_list, true);
			instance = instance->next;
		}
		RD::get_singleton()->draw_list_end();
	}
}
void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {