### 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)

} else if (finish_depth) {
				for (uint32_t v = 0; v < rb->get_view_count(); v++) {
					resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
				}
			}
			RD::get_singleton()->draw_command_end_label();
		}
		continue_depth = !finish_depth;
	}
	RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
	if (rb_data.is_valid() && rb_data->has_normal_roughness()) {
		for (uint32_t v = 0; v < rb->get_view_count(); v++) {
			normal_roughness_views[v] = rb_data->get_normal_roughness(v);
		}
	}
	_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID());
	RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
	p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
	p_render_data->scene_data->opaque_prepass_threshold = 0.0f;
	_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, rb.is_valid());
	RENDER_TIMESTAMP("Render Opaque Pass");
	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
	bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
	bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
	{
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
		Vector<Color> c;
		{
			Color cc = clear_color.srgb_to_linear();