### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
	actions.usage_flag_pointers["TIME"] = &uses_time;
*/
	actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
	userdata_count = 0;
	for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
		userdatas_used[i] = false;
		actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
	}
	actions.uniforms = &uniforms;
	Error err = particles_storage->particles_shader.compiler.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	if (version.is_null()) {
		version = particles_storage->particles_shader.shader.version_create();
	}
	for (uint32_t i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
		if (userdatas_used[i]) {
			userdata_count++;
		}
	}
	particles_storage->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines);
	ERR_FAIL_COND(!particles_storage->particles_shader.shader.version_is_valid(version));
	ubo_size = gen_code.uniform_total_size;
	ubo_offsets = gen_code.uniform_offsets;
	texture_uniforms = gen_code.texture_uniforms;
	
	pipeline = RD::get_singleton()->compute_pipeline_create(particles_storage->particles_shader.shader.version_get_shader(version, 0));
	valid = true;
}
bool ParticlesStorage::ParticlesShaderData::is_animated() const {