### 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)

}
	
	if (draw_sky || draw_sky_fog_only) {
		
		
		RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
		RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
		if (p_render_data->reflection_probe.is_valid()) {
			Projection correction;
			correction.set_depth_correction(true);
			Projection projection = correction * p_render_data->scene_data->cam_projection;
			sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
		} else {
			sky.update_res_buffers(p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier);
		}
		RD::get_singleton()->draw_command_end_label(); 
	}
	_pre_opaque_render(p_render_data);
	uint32_t spec_constant_base_flags = 0;
	{
		
		if (p_render_data->directional_light_count > 0) {
			if (p_render_data->directional_light_soft_shadows) {
				spec_constant_base_flags |= 1 << SPEC_CONSTANT_USING_DIRECTIONAL_SOFT_SHADOWS;
			}
		} else {
			spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
		}
		if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) {
			spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;