### 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)

thread_draw_lists.resize(WorkerThreadPool::get_singleton()->get_thread_count());
				RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
				render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
				WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
				WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
			} else {
				
				RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
				render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
				_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
			}
			RD::get_singleton()->draw_command_end_label(); 
			
			
			if (rb_data.is_valid() && using_subpass_post_process) {
				_post_process_subpass(p_render_data->render_buffers->get_internal_texture(), framebuffer, p_render_data);
			}
			RD::get_singleton()->draw_command_end_label(); 
			RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
		} else {
			RENDER_TIMESTAMP("Render Transparent");
			framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_ONE_PASS);
			
			
			RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
			RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
			render_list_params.framebuffer_format = fb_format;
			if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {