### 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 = p_from_element; i < p_to_element; i++) {
		const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
		const RenderElementInfo &element_info = p_params->element_info[i];
		if ((p_pass_mode == PASS_MODE_COLOR && !(p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT)) && !(surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
			continue; 
		}
		if (surf->owner->instance_count == 0) {
			continue;
		}
		push_constant.base_index = i + p_params->element_offset;
		RID material_uniform_set;
		SceneShaderForwardClustered::ShaderData *shader;
		void *mesh_surface;
		if (shadow_pass || p_pass_mode == PASS_MODE_DEPTH) { 
			material_uniform_set = surf->material_uniform_set_shadow;
			shader = surf->shader_shadow;
			mesh_surface = surf->surface_shadow;
		} else {
#ifdef DEBUG_ENABLED
			if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
				material_uniform_set = scene_shader.default_material_uniform_set;
				shader = scene_shader.default_material_shader_ptr;
			} else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
				material_uniform_set = scene_shader.overdraw_material_uniform_set;
				shader = scene_shader.overdraw_material_shader_ptr;
			} else {
#endif
				material_uniform_set = surf->material_uniform_set;
				shader = surf->shader;
				surf->material->set_as_used();