### 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)

} else {
					if (p_using_sdfgi && inst->can_sdfgi) {
						flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
						uses_gi = true;
					}
					inst->gi_offset_cache = 0xFFFFFFFF;
				}
			}
		}
		inst->flags_cache = flags;
		GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
		while (surf) {
			surf->sort.uses_forward_gi = 0;
			surf->sort.uses_lightmap = 0;
			
			if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
				
				Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
				Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
				
				float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
				float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
				float distance = 0.0;
				if (distance_min * distance_max < 0.0) {
					
					distance = 0.0;
				} else if (distance_min >= 0.0) {
					distance = distance_min;
				} else if (distance_max <= 0.0) {
					distance = -distance_max;