### 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)

lcd.sh[j * 4 + 1] = src_capture[j].g;
						lcd.sh[j * 4 + 2] = src_capture[j].b;
						lcd.sh[j * 4 + 3] = src_capture[j].a;
					}
					flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
					inst->gi_offset_cache = lightmap_captures_used;
					lightmap_captures_used++;
					uses_lightmap = true;
				}
			} else {
				if (p_using_opaque_gi) {
					flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
				}
				if (inst->voxel_gi_instances[0].is_valid()) {
					uint32_t probe0_index = 0xFFFF;
					uint32_t probe1_index = 0xFFFF;
					for (uint32_t j = 0; j < scene_state.voxelgis_used; j++) {
						if (scene_state.voxelgi_ids[j] == inst->voxel_gi_instances[0]) {
							probe0_index = j;
						} else if (scene_state.voxelgi_ids[j] == inst->voxel_gi_instances[1]) {
							probe1_index = j;
						}
					}
					if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
						
						SWAP(probe0_index, probe1_index);
					}
					inst->gi_offset_cache = probe0_index | (probe1_index << 16);
					flags |= INSTANCE_DATA_FLAG_USE_VOXEL_GI;
					uses_gi = true;