### 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)

uint32_t use_fractional_delta;
			uint32_t sub_emitter_mode;
			uint32_t can_emit;
			uint32_t trail_pass;
		};
		ParticlesShaderRD shader;
		ShaderCompiler compiler;
		RID default_shader;
		RID default_material;
		RID default_shader_rd;
		RID base_uniform_set;
		struct CopyPushConstant {
			float sort_direction[3];
			uint32_t total_particles;
			uint32_t trail_size;
			uint32_t trail_total;
			float frame_delta;
			float frame_remainder;
			float align_up[3];
			uint32_t align_mode;
			uint32_t order_by_lifetime;
			uint32_t lifetime_split;
			uint32_t lifetime_reverse;
			uint32_t copy_mode_2d;
			float inv_emission_transform[16];
		};
		enum {
			MAX_USERDATAS = 6
		};
		enum {