### 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)

CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl->shadow.enabled);
	_update_shadow_atlas();
	Vector2 light_dir = p_light_xform.columns[1].normalized();
	Vector2 center = p_clip_rect.get_center();
	float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
	Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
	float distance = to_edge_distance * 2.0 + p_cull_distance;
	float half_size = p_clip_rect.size.length() * 0.5; 
	cl->shadow.z_far = distance;
	cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
	Transform2D to_light_xform;
	to_light_xform[2] = from_pos;
	to_light_xform[1] = light_dir;
	to_light_xform[0] = -light_dir.orthogonal();
	to_light_xform.invert();
	Vector<Color> cc;
	cc.push_back(Color(1, 1, 1, 1));
	Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
	Projection projection;
	projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
	projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
	ShadowRenderPushConstant push_constant;
	for (int y = 0; y < 4; y++) {