### 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)

ERR_FAIL_NULL(ss_effects);
	ERR_FAIL_COND(p_render_buffers.is_null());
	Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
	ERR_FAIL_COND(rb_data.is_null());
	Size2i internal_size = p_render_buffers->get_internal_size();
	bool can_use_effects = internal_size.x >= 8 && internal_size.y >= 8;
	uint32_t view_count = p_render_buffers->get_view_count();
	if (!can_use_effects) {
		
		copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), RID(), view_count);
		return;
	}
	ERR_FAIL_COND(p_environment.is_null());
	ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment));
	Size2i half_size = Size2i(internal_size.x / 2, internal_size.y / 2);
	ss_effects->ssr_allocate_buffers(rb_data->ss_effects_data.ssr, _render_buffers_get_color_format(), half_size, view_count);
	RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
	RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
	for (uint32_t v = 0; v < view_count; v++) {
		texture_slices[v] = p_render_buffers->get_internal_texture(v);
		depth_slices[v] = p_render_buffers->get_depth_texture(v);
	}
	ss_effects->screen_space_reflection(rb_data->ss_effects_data.ssr, texture_slices, p_normal_slices, p_metallic_slices, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets);
	copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), rb_data->ss_effects_data.ssr.output, view_count);
}
void RenderForwardClustered::_process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera) {