### 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)

material_storage->shader_initialize(default_clip_children_shader);
		material_storage->shader_set_code(default_clip_children_shader, R"(
// Default clip children shader.
shader_type canvas_item;
void fragment() {
	vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
	COLOR.rgb = c.rgb;
}
)");
		default_clip_children_material = material_storage->material_allocate();
		material_storage->material_initialize(default_clip_children_material);
		material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
	}
	static_assert(sizeof(PushConstant) == 128);
}
bool RendererCanvasRenderRD::free(RID p_rid) {
	if (canvas_light_owner.owns(p_rid)) {
		CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
		ERR_FAIL_COND_V(!cl, false);
		light_set_use_shadow(p_rid, false);
		canvas_light_owner.free(p_rid);
	} else if (occluder_polygon_owner.owns(p_rid)) {
		occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
		occluder_polygon_owner.free(p_rid);
	} else {
		return false;
	}
	return true;
}
void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {