### 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)

}
#ifdef REAL_T_IS_DOUBLE
		{
			defines += "\n#define USE_DOUBLE_PRECISION \n";
		}
#endif
		scene_shader.init(defines);
	}
	
	{
		RD::SamplerState sampler;
		sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
		sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
		sampler.enable_compare = true;
		sampler.compare_op = RD::COMPARE_OP_LESS;
		shadow_sampler = RD::get_singleton()->sampler_create(sampler);
	}
	render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
	_update_shader_quality_settings();
	resolve_effects = memnew(RendererRD::Resolve());
	taa = memnew(RendererRD::TAA);
	ss_effects = memnew(RendererRD::SSEffects);
}
RenderForwardClustered::~RenderForwardClustered() {
	if (ss_effects != nullptr) {
		memdelete(ss_effects);
		ss_effects = nullptr;
	}
	if (taa != nullptr) {
		memdelete(taa);