### Godot version

4.0beta10 (4.0beta11)

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).

Here is what I expect (screen capture of the project in Godot Beta 9):
![Animation](https://user-images.githubusercontent.com/6784639/211841608-c7b268ab-98c6-4c2c-9e42-b7730e44ea20.gif)

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:
![Animation2](https://user-images.githubusercontent.com/6784639/211841773-bdfc7c45-c262-4be9-b5b7-18856ddcb6f3.gif)


### Steps to reproduce

1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)

if (particles->particle_buffer.is_valid()) {
		RD::get_singleton()->free(particles->particle_buffer);
		particles->particle_buffer = RID();
		RD::get_singleton()->free(particles->particle_instance_buffer);
		particles->particle_instance_buffer = RID();
	}
	particles->userdata_count = 0;
	if (particles->frame_params_buffer.is_valid()) {
		RD::get_singleton()->free(particles->frame_params_buffer);
		particles->frame_params_buffer = RID();
	}
	particles->particles_transforms_buffer_uniform_set = RID();
	if (RD::get_singleton()->uniform_set_is_valid(particles->trail_bind_pose_uniform_set)) {
		RD::get_singleton()->free(particles->trail_bind_pose_uniform_set);
	}
	particles->trail_bind_pose_uniform_set = RID();
	if (particles->trail_bind_pose_buffer.is_valid()) {
		RD::get_singleton()->free(particles->trail_bind_pose_buffer);
		particles->trail_bind_pose_buffer = RID();
	}
	if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
		RD::get_singleton()->free(particles->collision_textures_uniform_set);
	}
	particles->collision_textures_uniform_set = RID();
	if (particles->particles_sort_buffer.is_valid()) {
		RD::get_singleton()->free(particles->particles_sort_buffer);