### 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)

reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
	for (uint32_t i = 0; i < reflection_probe_count; i++) {
		reflection_probes[i] = RendererRD::LightStorage::get_singleton()->reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
	}
}
void RenderForwardMobile::GeometryInstanceForwardMobile::pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) {
	decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
	for (uint32_t i = 0; i < decals_count; i++) {
		decals[i] = RendererRD::TextureStorage::get_singleton()->decal_instance_get_forward_id(p_decal_instances[i]);
	}
}
void RenderForwardMobile::GeometryInstanceForwardMobile::set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) {
	use_projector = p_projector;
	use_soft_shadow = p_softshadow;
}
void RenderForwardMobile::GeometryInstanceForwardMobile::_mark_dirty() {
	if (dirty_list_element.in_list()) {
		return;
	}
	
	GeometryInstanceSurfaceDataCache *surf = surface_caches;
	while (surf) {
		GeometryInstanceSurfaceDataCache *next = surf->next;
		RenderForwardMobile::get_singleton()->geometry_instance_surface_alloc.free(surf);
		surf = next;
	}
	surface_caches = nullptr;
	RenderForwardMobile::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
}
void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {