### 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)

{
			Vector<RD::AttachmentFormat> attachments;
			RD::AttachmentFormat af_color;
			af_color.format = RD::DATA_FORMAT_R8_UNORM;
			af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
			attachments.push_back(af_color);
			shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
		}
		
		Vector<RD::VertexAttribute> vf;
		RD::VertexAttribute vd;
		vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
		vd.location = 0;
		vd.offset = 0;
		vd.stride = sizeof(real_t) * 3;
		vf.push_back(vd);
		shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
		vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
		vd.stride = sizeof(real_t) * 2;
		vf.write[0] = vd;
		shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
		shadow_render.shader_version = shadow_render.shader.version_create();
		for (int i = 0; i < 3; i++) {
			RD::PipelineRasterizationState rs;
			rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
			RD::PipelineDepthStencilState ds;
			ds.enable_depth_write = true;
			ds.enable_depth_test = true;
			ds.depth_compare_operator = RD::COMPARE_OP_LESS;
			shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SHADOW), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);