### 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)

push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
					}
					if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
						push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					}
				} else if (c->type == Item::Command::TYPE_PARTICLES) {
					const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
					ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
					particles_storage->particles_request_process(pt->particles);
					if (particles_storage->particles_is_inactive(pt->particles)) {
						break;
					}
					RenderingServerDefault::redraw_request(); 
					int dpc = particles_storage->particles_get_draw_passes(pt->particles);
					if (dpc == 0) {
						break; 
					}
					uint32_t divisor = 1;
					instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
					RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
					RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
					push_constant.flags |= divisor;
					instance_count /= divisor;
					push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
					push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); 
					texture = pt->texture;
					if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
						
						Transform2D xform = p_item->final_transform;