### 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)

void *surface = mesh_storage->mesh_get_surface(mesh, j);
					RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
					ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
					uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
					RID vertex_array;
					RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
					if (mesh_instance.is_valid()) {
						mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
					} else {
						mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
					}
					RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
					RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
					if (index_array.is_valid()) {
						RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
					}
					RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
					RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
					RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
				}
				for (int j = 0; j < 6; j++) {
					push_constant.world[j] = world_backup[j];
				}
			} break;
			case Item::Command::TYPE_TRANSFORM: {
				const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
				draw_transform = transform->xform;
				_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
			} break;