### 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)

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 (taa && rb->get_use_taa()) {
			taa->msaa_resolve(rb);
		}
	}
	RD::get_singleton()->draw_command_end_label();
	RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL");
	if (using_ssil) {
		RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)");
		_copy_framebuffer_to_ssil(rb);
	}
	RD::get_singleton()->draw_command_end_label();
	if (rb.is_valid() && taa && rb->get_use_taa()) {
		RENDER_TIMESTAMP("TAA")
		taa->process(rb, _render_buffers_get_color_format(), p_render_data->scene_data->z_near, p_render_data->scene_data->z_far);
	}
	if (rb.is_valid()) {
		_debug_draw_cluster(rb);
		RENDER_TIMESTAMP("Tonemap");
		_render_buffers_post_process_and_tonemap(p_render_data);
	}
	if (rb.is_valid()) {
		_render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex);
		if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) {
			Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
			Vector<RID> view_rids;
			
			Size2i size = rb->get_internal_size();
			RID source_texture = rb->get_internal_texture();