### 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)

render_data.cluster_size = 1;
	render_data.cluster_max_elements = 32;
	render_data.instances = &p_instances;
	_update_render_base_uniform_set();
	PassMode pass_mode = PASS_MODE_SDF;
	_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
	render_list[RENDER_LIST_SECONDARY].sort_by_key();
	_fill_instance_data(RENDER_LIST_SECONDARY);
	Vector3 half_extents = p_bounds.size * 0.5;
	Vector3 center = p_bounds.position + half_extents;
	Vector<RID> sbs = {
		p_albedo_texture,
		p_emission_texture,
		p_emission_aniso_texture,
		p_geom_facing_texture
	};
	
	for (int i = 0; i < 3; i++) {
		scene_state.ubo.sdf_offset[i] = p_from[i];
		scene_state.ubo.sdf_size[i] = p_size[i];
	}
	for (int i = 0; i < 3; i++) {
		Vector3 axis;
		axis[i] = 1.0;
		Vector3 up, right;
		int right_axis = (i + 1) % 3;
		int up_axis = (i + 2) % 3;
		up[up_axis] = 1.0;
		right[right_axis] = 1.0;
		Size2i fb_size;