### 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)

}
	pb.vertex_format_id = vertex_id;
	PolygonID id = polygon_buffers.last_id++;
	polygon_buffers.polygons[id] = pb;
	return id;
}
void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
	PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
	ERR_FAIL_COND(!pb_ptr);
	PolygonBuffers &pb = *pb_ptr;
	if (pb.indices.is_valid()) {
		RD::get_singleton()->free(pb.indices);
	}
	if (pb.index_buffer.is_valid()) {
		RD::get_singleton()->free(pb.index_buffer);
	}
	RD::get_singleton()->free(pb.vertex_array);
	RD::get_singleton()->free(pb.vertex_buffer);
	polygon_buffers.polygons.erase(p_polygon);
}
void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size) {
	if (p_texture == RID()) {
		p_texture = default_canvas_texture;
	}
	if (r_last_texture == p_texture) {
		return; 
	}
	RID uniform_set;
	Color specular_shininess;
	Size2i size;