### 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)

actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["SCREEN_TEXTURE"] = "screen_texture";
		actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
		actions.renames["FRAGCOORD"] = "gl_FragCoord";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
		actions.renames["VERTEX_ID"] = "gl_VertexIndex";
		actions.renames["LIGHT_POSITION"] = "light_position";
		actions.renames["LIGHT_DIRECTION"] = "light_direction";
		actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
		actions.renames["LIGHT_COLOR"] = "light_color";
		actions.renames["LIGHT_ENERGY"] = "light_energy";
		actions.renames["LIGHT"] = "light";
		actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
		actions.renames["texture_sdf"] = "texture_sdf";
		actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
		actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
		actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
		actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
		actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
		actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
		actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
		actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
		actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
		actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
		actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
		actions.custom_samplers["TEXTURE"] = "texture_sampler";