### 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)

scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
			} else {
				scene_state.ubo.volumetric_fog_detail_spread = 1.0;
			}
		}
	}
	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
		scene_state.ubo.ss_effects_flags = 0;
	} else if (is_environment(p_render_data->environment)) {
		scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment);
		scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment);
		uint32_t ss_flags = 0;
		if (p_opaque_render_buffers) {
			ss_flags |= environment_get_ssao_enabled(p_render_data->environment) ? 1 : 0;
			ss_flags |= environment_get_ssil_enabled(p_render_data->environment) ? 2 : 0;
		}
		scene_state.ubo.ss_effects_flags = ss_flags;
	} else {
		scene_state.ubo.ss_effects_flags = 0;
	}
	if (p_index >= (int)scene_state.implementation_uniform_buffers.size()) {
		uint32_t from = scene_state.implementation_uniform_buffers.size();
		scene_state.implementation_uniform_buffers.resize(p_index + 1);
		for (uint32_t i = from; i < scene_state.implementation_uniform_buffers.size(); i++) {
			scene_state.implementation_uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
		}
	}
	RD::get_singleton()->buffer_update(scene_state.implementation_uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
}
void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {