### Godot version

4.0beta10 (4.0beta11)

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).

Here is what I expect (screen capture of the project in Godot Beta 9):
![Animation](https://user-images.githubusercontent.com/6784639/211841608-c7b268ab-98c6-4c2c-9e42-b7730e44ea20.gif)

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:
![Animation2](https://user-images.githubusercontent.com/6784639/211841773-bdfc7c45-c262-4be9-b5b7-18856ddcb6f3.gif)


### Steps to reproduce

1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)

particles_owner.initialize_rid(p_rid, Particles());
}
void ParticlesStorage::particles_free(RID p_rid) {
	update_particles();
	Particles *particles = particles_owner.get_or_null(p_rid);
	particles->dependency.deleted_notify(p_rid);
	_particles_free_data(particles);
	particles_owner.free(p_rid);
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	if (particles->mode == p_mode) {
		return;
	}
	_particles_free_data(particles);
	particles->mode = p_mode;
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	particles->emitting = p_emitting;
}
bool ParticlesStorage::particles_get_emitting(RID p_particles) {
	ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND_V(!particles, false);
	return particles->emitting;
}
void ParticlesStorage::_particles_free_data(Particles *particles) {