### 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)

ERR_FAIL_NULL_V(render_buffers, RID());
	bool use_msaa = render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED;
	RID color = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_COLOR_MSAA) : render_buffers->get_internal_texture();
	RID depth = use_msaa ? render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, RB_TEX_DEPTH_MSAA) : render_buffers->get_depth_texture();
	if (render_buffers->has_texture(RB_SCOPE_VRS, RB_TEXTURE)) {
		RID vrs_texture = render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
		return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth, vrs_texture);
	} else {
		return FramebufferCacheRD::get_singleton()->get_cache_multiview(render_buffers->get_view_count(), color, depth);
	}
}
RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(uint32_t p_color_pass_flags) {