### 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)

_bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
				Rect2 src_rect;
				Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
				if (np->texture == RID()) {
					texpixel_size = Size2(1, 1);
					src_rect = Rect2(0, 0, 1, 1);
				} else {
					if (np->source != Rect2()) {
						src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
						push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
						push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
					} else {
						src_rect = Rect2(0, 0, 1, 1);
					}
				}
				push_constant.modulation[0] = np->color.r * base_color.r;
				push_constant.modulation[1] = np->color.g * base_color.g;
				push_constant.modulation[2] = np->color.b * base_color.b;
				push_constant.modulation[3] = np->color.a * base_color.a;
				push_constant.src_rect[0] = src_rect.position.x;
				push_constant.src_rect[1] = src_rect.position.y;
				push_constant.src_rect[2] = src_rect.size.width;
				push_constant.src_rect[3] = src_rect.size.height;
				push_constant.dst_rect[0] = dst_rect.position.x;
				push_constant.dst_rect[1] = dst_rect.position.y;
				push_constant.dst_rect[2] = dst_rect.size.width;
				push_constant.dst_rect[3] = dst_rect.size.height;
				push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
				push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;