### 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)

defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
	}
#ifdef REAL_T_IS_DOUBLE
	{
		defines += "\n#define USE_DOUBLE_PRECISION \n";
	}
#endif
	scene_shader.init(defines);
	
	render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
	_update_shader_quality_settings();
}
RenderForwardMobile::~RenderForwardMobile() {
	RSG::light_storage->directional_shadow_atlas_set_size(0);
	
	for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
		if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
			RD::get_singleton()->free(render_pass_uniform_sets[i]);
		}
	}
	{
		for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
			RD::get_singleton()->free(scene_state.uniform_buffers[i]);
		}
		RD::get_singleton()->free(scene_state.lightmap_buffer);
		RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
		memdelete_arr(scene_state.lightmap_captures);
	}
}