### 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)

if (materials) {
					for (uint32_t k = 0; k < surface_count; k++) {
						_geometry_instance_add_surface(ginstance, k, materials[k], mesh);
					}
				}
			}
			ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
		} break;
		default: {
		}
	}
	
	bool store_transform = true;
	ginstance->base_flags = 0;
	if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
		if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
		}
		if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
		}
		if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
		}
		ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
	} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
		ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
		if (false) { 
			ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;