### 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)

_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
			item_count = 0;
			texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
			backbuffer_copy = false;
			backbuffer_gen_mipmaps = false;
			material_screen_texture_cached = true; 
			material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
		}
		if (backbuffer_gen_mipmaps) {
			texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
			backbuffer_gen_mipmaps = false;
			material_screen_texture_mipmaps_cached = true;
		}
		items[item_count++] = ci;
		if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
			if (update_skeletons) {
				mesh_storage->update_mesh_instances();
				update_skeletons = false;
			}
			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false);
			
			item_count = 0;
		}
		ci = ci->next;
	}
	if (time_used) {
		RenderingServerDefault::redraw_request();
	}
}
RID RendererCanvasRenderRD::light_create() {