### 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)

fog.instantiate();
		fog->init(Vector3i(target_width, target_height, get_volumetric_fog_depth()), sky.sky_shader.default_shader_rd);
		p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog);
	}
	if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
		Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
		RendererRD::Fog::VolumetricFogSettings settings;
		settings.rb_size = size;
		settings.time = time;
		settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
		settings.max_cluster_elements = RendererRD::LightStorage::get_singleton()->get_max_cluster_elements();
		settings.volumetric_fog_filter_active = get_volumetric_fog_filter_active();
		settings.shadow_sampler = shadow_sampler;
		settings.shadow_atlas_depth = RendererRD::LightStorage::get_singleton()->owns_shadow_atlas(p_shadow_atlas) ? RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas) : RID();
		settings.voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
		settings.omni_light_buffer = RendererRD::LightStorage::get_singleton()->get_omni_light_buffer();
		settings.spot_light_buffer = RendererRD::LightStorage::get_singleton()->get_spot_light_buffer();
		settings.directional_shadow_depth = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
		settings.directional_light_buffer = RendererRD::LightStorage::get_singleton()->get_directional_light_buffer();
		settings.vfog = fog;
		settings.cluster_builder = rb_data->cluster_builder;
		settings.rbgi = rbgi;
		settings.sdfgi = sdfgi;
		settings.env = p_environment;
		settings.sky = &sky;
		settings.gi = &gi;
		RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
	}
}
void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents) {