### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

}
			Transform2D revert = xform.affine_inverse();
			frame_params.collider_count = 1;
			frame_params.colliders[0].transform[0] = xform.columns[0][0];
			frame_params.colliders[0].transform[1] = xform.columns[0][1];
			frame_params.colliders[0].transform[2] = 0;
			frame_params.colliders[0].transform[3] = xform.columns[2][0];
			frame_params.colliders[0].transform[4] = xform.columns[1][0];
			frame_params.colliders[0].transform[5] = xform.columns[1][1];
			frame_params.colliders[0].transform[6] = 0;
			frame_params.colliders[0].transform[7] = xform.columns[2][1];
			frame_params.colliders[0].transform[8] = revert.columns[0][0];
			frame_params.colliders[0].transform[9] = revert.columns[0][1];
			frame_params.colliders[0].transform[10] = 0;
			frame_params.colliders[0].transform[11] = revert.columns[2][0];
			frame_params.colliders[0].transform[12] = revert.columns[1][0];
			frame_params.colliders[0].transform[13] = revert.columns[1][1];
			frame_params.colliders[0].transform[14] = 0;
			frame_params.colliders[0].transform[15] = revert.columns[2][1];
			frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
			frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
			frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
			frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
			frame_params.colliders[0].texture_index = 0;
			frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
			collision_heightmap_texture = p_particles->sdf_collision_texture;
			
			for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
				if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
					p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];