### 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)

scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
	}
	PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
	uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
	_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode, true);
	uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
	render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
	_fill_element_info(RENDER_LIST_SECONDARY, render_list_from, render_list_size);
	{
		
		bool flip_cull = p_use_dp_flip;
		if (p_flip_y) {
			flip_cull = !flip_cull;
		}
		shadow_pass.element_from = render_list_from;
		shadow_pass.element_count = render_list_size;
		shadow_pass.flip_cull = flip_cull;
		shadow_pass.pass_mode = pass_mode;
		shadow_pass.rp_uniform_set = RID(); 
		shadow_pass.camera_plane = p_camera_plane;
		shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold;
		shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier;
		shadow_pass.framebuffer = p_framebuffer;
		shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
		shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE;
		shadow_pass.rect = p_rect;
		scene_state.shadow_passes.push_back(shadow_pass);
	}
}
void RenderForwardMobile::_render_shadow_process() {