### 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)

light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC ||
			light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
	spec_constants.push_back(sc);
	scene_shader.set_default_specialization_constants(spec_constants);
	base_uniforms_changed(); 
}
RenderForwardMobile::RenderForwardMobile() {
	singleton = this;
	sky.set_texture_format(_render_buffers_get_color_format());
	String defines;
	defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
	if (is_using_radiance_cubemap_array()) {
		defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
	}
	
	defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
	{
		
		scene_state.max_lightmaps = 2;
		defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
		defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
		scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
	}
	{
		
		scene_state.max_lightmap_captures = 2048;
		scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
		scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
	}
	{