### 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)
GLuint new_buffers[3];
	glGenBuffers(3, new_buffers);
	
	glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
	GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, new_buffers[0], data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW, "2D Batch UBO[" + itos(state.current_data_buffer_index) + "][0]");
	
	glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
	GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, new_buffers[1], sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW, "2D Lights UBO[" + itos(state.current_data_buffer_index) + "]");
	
	glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
	GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, new_buffers[2], sizeof(StateBuffer), nullptr, GL_STREAM_DRAW, "2D State UBO[" + itos(state.current_data_buffer_index) + "]");
	state.current_data_buffer_index = (state.current_data_buffer_index + 1);
	DataBuffer db;
	db.instance_buffers.push_back(new_buffers[0]);
	db.light_ubo = new_buffers[1];
	db.state_ubo = new_buffers[2];
	db.last_frame_used = RSG::rasterizer->get_frame_number();
	state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
	state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RasterizerCanvasGLES3::_allocate_instance_buffer() {