### 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)

RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
	bool has_base_alpha = (p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha;
	bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
	bool has_alpha = has_base_alpha || has_blend_alpha;
	uint32_t flags = 0;
	if (p_material->shader_data->uses_sss) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
	}
	if (p_material->shader_data->uses_screen_texture) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
	}
	if (p_material->shader_data->uses_depth_texture) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
	}
	if (p_material->shader_data->uses_normal_texture) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
	}
	if (ginstance->data->cast_double_sided_shadows) {
		flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;