### 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)

}
	if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
		RD::get_singleton()->free(oc->vertex_array);
		RD::get_singleton()->free(oc->vertex_buffer);
		RD::get_singleton()->free(oc->index_array);
		RD::get_singleton()->free(oc->index_buffer);
		oc->vertex_array = RID();
		oc->vertex_buffer = RID();
		oc->index_array = RID();
		oc->index_buffer = RID();
		oc->line_point_count = lines.size();
	}
	if (lines.size()) {
		Vector<uint8_t> geometry;
		Vector<uint8_t> indices;
		int lc = lines.size();
		geometry.resize(lc * 6 * sizeof(float));
		indices.resize(lc * 3 * sizeof(uint16_t));
		{
			uint8_t *vw = geometry.ptrw();
			float *vwptr = reinterpret_cast<float *>(vw);
			uint8_t *iw = indices.ptrw();
			uint16_t *iwptr = (uint16_t *)iw;
			const Vector2 *lr = lines.ptr();
			const int POLY_HEIGHT = 16384;
			for (int i = 0; i < lc / 2; i++) {
				vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
				vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
				vwptr[i * 12 + 2] = POLY_HEIGHT;
				vwptr[i * 12 + 3] = lr[i * 2 + 1].x;