### 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)

}
	}
	{
		if (rb_data.is_valid()) {
			RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
		} else {
			RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass");
		}
		
		RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
		p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
		_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, p_render_data->render_buffers.is_valid());
		if (using_subpass_transparent && using_subpass_post_process) {
			RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
		} else if (using_subpass_transparent) {
			RENDER_TIMESTAMP("Render Opaque + Transparent");
		} else {
			RENDER_TIMESTAMP("Render Opaque");
		}
		RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
		bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture;
		bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture;
		{
			
			Vector<Color> c;
			c.push_back(clear_color.srgb_to_linear()); 
			if (rb_data.is_valid()) {
				if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
					c.push_back(clear_color.srgb_to_linear()); 
				}