### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer());
			}
			uniforms.push_back(u);
		}
		p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
	}
	double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
	
	for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
		p_particles->frame_history[i] = p_particles->frame_history[i - 1];
	}
	
	ParticlesFrameParams &frame_params = p_particles->frame_history[0];
	if (p_particles->clear) {
		p_particles->cycle_number = 0;
		p_particles->random_seed = Math::rand();
	} else if (new_phase < p_particles->phase) {
		if (p_particles->one_shot) {
			p_particles->emitting = false;
		}
		p_particles->cycle_number++;
	}
	frame_params.emitting = p_particles->emitting;
	frame_params.system_phase = new_phase;
	frame_params.prev_system_phase = p_particles->phase;
	p_particles->phase = new_phase;
	frame_params.time = RendererCompositorRD::singleton->get_total_time();
	frame_params.delta = p_delta * p_particles->speed_scale;
	frame_params.random_seed = p_particles->random_seed;
	frame_params.explosiveness = p_particles->explosiveness;