### 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 (environment_get_ssr_enabled(p_render_data->environment)) {
				using_separate_specular = true;
				using_ssr = true;
				color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR;
			}
		} else if (p_render_data->environment.is_valid() && (environment_get_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
			depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
		}
		switch (depth_pass_mode) {
			case PASS_MODE_DEPTH: {
				depth_framebuffer = rb_data->get_depth_fb();
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
				depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS);
				depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
			} break;
			case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
				depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI);
				depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
				depth_pass_clear.push_back(Color(0, 0, 0, 0));
			} break;
			default: {
			};
		}
		if (p_render_data->scene_data->view_count > 1) {
			color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW;
		}
		color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags);
		color_only_framebuffer = rb_data->get_color_only_fb();