### 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)

RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
			if (mesh.is_valid()) {
				const RID *materials = nullptr;
				uint32_t surface_count;
				materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
				if (materials) {
					for (uint32_t j = 0; j < surface_count; j++) {
						_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
					}
				}
				ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
			}
		} break;
#if 0
		case RS::INSTANCE_IMMEDIATE: {
			RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.get_or_null(inst->base);
			ERR_CONTINUE(!immediate);
			_add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
		} break;
#endif
		case RS::INSTANCE_PARTICLES: {
			int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
			for (int j = 0; j < draw_passes; j++) {
				RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
				if (!mesh.is_valid()) {
					continue;
				}
				const RID *materials = nullptr;
				uint32_t surface_count;
				materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);