### Tested versions

Reproducible in: 4.2.1 - RC1
Not reproducible in: 4.2

### System information

Windows 11 - Godot 4.2 - Compatibility

### Issue description

When using a GPUParticles2D in Godot 4.2.1-RC1 no particles are rendered on screen

### Steps to reproduce

Create a project using 4.2.1-RC1
Set the rending mode to Compatibility.
Create a GPUParticles2D system.
No particles are rendered.

### Minimal reproduction project (MRP)

[ParticlesTest.zip](https://github.com/godotengine/godot/files/13621559/ParticlesTest.zip)
ERR_FAIL_NULL(state.canvas_instance_batches[state.current_batch_index].command);
	
	static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
	_bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat);
	switch (state.canvas_instance_batches[p_index].command_type) {
		case Item::Command::TYPE_RECT:
		case Item::Command::TYPE_NINEPATCH: {
			glBindVertexArray(data.indexed_quad_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, false);
			glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, state.canvas_instance_batches[p_index].instance_count);
			glBindVertexArray(0);
		} break;
		case Item::Command::TYPE_POLYGON: {
			const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(state.canvas_instance_batches[p_index].command);
			PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
			ERR_FAIL_NULL(pb);
			glBindVertexArray(pb->vertex_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, false);
			if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
				glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
			}
			if (pb->index_buffer != 0) {
				glDrawElementsInstanced(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr, 1);
			} else {