### 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)

virtual RID particles_collision_allocate() override;
	virtual void particles_collision_initialize(RID p_particles_collision) override;
	virtual void particles_collision_free(RID p_rid) override;
	virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
	virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
	virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override; 
	virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override; 
	virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
	virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
	virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
	virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override; 
	virtual void particles_collision_height_field_update(RID p_particles_collision) override; 
	virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override; 
	virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
	Vector3 particles_collision_get_extents(RID p_particles_collision) const;
	virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
	RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
	Dependency *particles_collision_get_dependency(RID p_particles) const;
	
	bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
	virtual RID particles_collision_instance_create(RID p_collision) override;
	virtual void particles_collision_instance_free(RID p_rid) override;
	virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
	virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
};
} 
#endif