### 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)

}
			_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh);
		}
	}
}
void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
	GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
	if (ginstance->data->dirty_dependencies) {
		ginstance->data->dependency_tracker.update_begin();
	}
	
	switch (ginstance->data->base_type) {
		case RS::INSTANCE_MESH: {
			const RID *materials = nullptr;
			uint32_t surface_count;
			RID mesh = ginstance->data->base;
			materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
			if (materials) {
				
				const RID *inst_materials = ginstance->data->surface_materials.ptr();
				uint32_t surf_mat_count = ginstance->data->surface_materials.size();
				for (uint32_t j = 0; j < surface_count; j++) {
					RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
					_geometry_instance_add_surface(ginstance, j, material, mesh);
				}
			}
			ginstance->instance_count = 1;
		} break;