### 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)

fptr[base_offset + i * stride + 2] = color.b;
					fptr[base_offset + i * stride + 3] = color.a;
				}
			} else {
				const Color *color_ptr = p_colors.ptr();
				for (uint32_t i = 0; i < vertex_count; i++) {
					fptr[base_offset + i * stride + 0] = color_ptr[i].r;
					fptr[base_offset + i * stride + 1] = color_ptr[i].g;
					fptr[base_offset + i * stride + 2] = color_ptr[i].b;
					fptr[base_offset + i * stride + 3] = color_ptr[i].a;
				}
			}
			base_offset += 4;
		} else {
			RD::VertexAttribute vd;
			vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
			vd.offset = 0;
			vd.location = RS::ARRAY_COLOR;
			vd.stride = 0;
			descriptions.write[1] = vd;
			buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
		}
		
		if ((uint32_t)p_uvs.size() == vertex_count) {
			RD::VertexAttribute vd;
			vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
			vd.offset = base_offset * sizeof(float);
			vd.location = RS::ARRAY_TEX_UV;
			vd.stride = stride * sizeof(float);
			descriptions.write[2] = vd;