### 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)

RID collision_heightmap_texture;
		RID particles_sort_buffer;
		RID particles_sort_uniform_set;
		bool dirty = false;
		Particles *update_list = nullptr;
		RID sub_emitter;
		double phase = 0.0;
		double prev_phase = 0.0;
		uint64_t prev_ticks = 0;
		uint32_t random_seed = 0;
		uint32_t cycle_number = 0;
		double speed_scale = 1.0;
		int fixed_fps = 30;
		bool interpolate = true;
		bool fractional_delta = false;
		double frame_remainder = 0;
		real_t collision_base_size = 0.01;
		bool clear = true;
		bool force_sub_emit = false;
		Transform3D emission_transform;
		Vector<uint8_t> emission_buffer_data;
		ParticleEmissionBuffer *emission_buffer = nullptr;
		RID emission_storage_buffer;
		HashSet<RID> collisions;
		Dependency dependency;
		double trail_lifetime = 0.3;
		bool trails_enabled = false;
		LocalVector<ParticlesFrameParams> frame_history;
		LocalVector<ParticlesFrameParams> trail_params;
		Particles() {