### 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)

float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near();
	RenderList *rl = &render_list[p_render_list];
	_update_dirty_geometry_instances();
	if (!p_append) {
		rl->clear();
		if (p_render_list == RENDER_LIST_OPAQUE) {
			render_list[RENDER_LIST_ALPHA].clear(); 
		}
	}
	
	for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
		GeometryInstanceForwardClustered *inst = static_cast<GeometryInstanceForwardClustered *>((*p_render_data->instances)[i]);
		Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
		inst->depth = near_plane.distance_to(support_min);
		uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
		uint32_t flags = inst->base_flags; 
		if (inst->non_uniform_scale) {
			flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
		}
		bool uses_lightmap = false;
		bool uses_gi = false;
		float fade_alpha = 1.0;
		if (inst->fade_near || inst->fade_far) {
			float fade_dist = inst->transform.origin.distance_to(p_render_data->scene_data->cam_transform.origin);
			
			if (inst->fade_far && fade_dist > inst->fade_far_begin) {
				fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
			} else if (inst->fade_near && fade_dist < inst->fade_near_end) {
				fade_alpha = Math::smoothstep(0.0f, 1.0f, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
			}