### 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)

for (uint32_t v = 0; v < rb->get_view_count(); v++) {
			RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v));
		}
		if (using_separate_specular) {
			for (uint32_t v = 0; v < rb->get_view_count(); v++) {
				RD::get_singleton()->texture_resolve_multisample(rb_data->get_specular_msaa(v), rb_data->get_specular(v));
			}
		}
	}
	if (rb.is_valid() && !can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
		for (uint32_t v = 0; v < rb->get_view_count(); v++) {
			resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]);
		}
	}
	if (using_separate_specular) {
		if (using_sss) {
			RENDER_TIMESTAMP("Sub-Surface Scattering");
			RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering");
			_process_sss(rb, p_render_data->scene_data->cam_projection);
			RD::get_singleton()->draw_command_end_label();
		}
		if (using_ssr) {
			RENDER_TIMESTAMP("Screen-Space Reflections");
			RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
			RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS];
			for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
				specular_views[v] = rb_data->get_specular(v);
			}
			_process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED);
			RD::get_singleton()->draw_command_end_label();