### Godot version

4.0beta10 (4.0beta11)

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).

Here is what I expect (screen capture of the project in Godot Beta 9):
![Animation](https://user-images.githubusercontent.com/6784639/211841608-c7b268ab-98c6-4c2c-9e42-b7730e44ea20.gif)

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:
![Animation2](https://user-images.githubusercontent.com/6784639/211841773-bdfc7c45-c262-4be9-b5b7-18856ddcb6f3.gif)


### Steps to reproduce

1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)

_particles_process(particles, frame_time);
				todo -= frame_time;
				updated = true;
			}
		}
		if (fixed_fps > 0) {
			double frame_time;
			double decr;
			if (zero_time_scale) {
				frame_time = 0.0;
				decr = 1.0 / fixed_fps;
			} else {
				frame_time = 1.0 / fixed_fps;
				decr = frame_time;
			}
			double delta = RendererCompositorRD::singleton->get_frame_delta_time();
			if (delta > 0.1) { 
				delta = 0.1;
			} else if (delta <= 0.0) { 
				delta = 0.001;
			}
			double todo = particles->frame_remainder + delta;
			while (todo >= frame_time || (particles->clear && !updated)) {
				_particles_process(particles, frame_time);
				todo -= decr;
				updated = true;
			}
			particles->frame_remainder = todo;
		} else {
			if (zero_time_scale) {