### Godot version

4.0beta10 (4.0beta11)

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).

Here is what I expect (screen capture of the project in Godot Beta 9):
![Animation](https://user-images.githubusercontent.com/6784639/211841608-c7b268ab-98c6-4c2c-9e42-b7730e44ea20.gif)

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:
![Animation2](https://user-images.githubusercontent.com/6784639/211841773-bdfc7c45-c262-4be9-b5b7-18856ddcb6f3.gif)


### Steps to reproduce

1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)

uint32_t userdata_count = 0;
	MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material);
	if (shader_data) {
		const ParticlesShaderData *particle_shader_data = static_cast<const ParticlesShaderData *>(shader_data);
		userdata_count = particle_shader_data->userdata_count;
	}
	if (userdata_count != particles->userdata_count) {
		
		_particles_free_data(particles);
	}
	if (particles->amount > 0 && particles->particle_buffer.is_null()) {
		int total_amount = particles->amount;
		if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
			total_amount *= particles->trail_bind_poses.size();
		}
		uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
		particles->particle_buffer = RD::get_singleton()->storage_buffer_create((sizeof(ParticleData) + userdata_count * sizeof(float) * 4) * total_amount);
		particles->userdata_count = userdata_count;
		particles->particle_instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 4 * (xform_size + 1 + 1) * total_amount);
		
		{
			Vector<RD::Uniform> uniforms;
			{
				RD::Uniform u;