### Godot version

v4.0.beta14.official [28a24639c]
v4.0.1.stable.official [cacf49999]

### System information

Windows 11 22H2, Forward+, NVIDIA MX350 (528.02) and NVIDIA RTX2070 (517.00)
Ubuntu 22.04, Forward+, NVIDIA MX350 (525.85.05)

### Issue description

Instancing a GPUParticles3D can cause colored flashes on screen. In some cases (such as the minimal reproduction project), the flashes are small, however in my other project I have seen them fill the screen. I am still unsure what causes the different sizes

These are some example correct frames from the minimal reproduction project (the effect is supposed to be a fireball.)

<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214133602-ff0e5916-fa0b-4e52-8dac-9701b8220a1d.png">

<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214133646-c976fde1-569c-4d0a-9395-fd037f21e0b9.png">

These are some example incorrect frames.

<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214133760-8e4804e8-f194-4d31-b943-0d93ab6d60cb.png">

<img width="578" alt="image" src="https://user-images.githubusercontent.com/8741983/214132553-c6d4be93-5373-43b5-b52e-d9a33924e9bf.png">


### Steps to reproduce

Create two scenes, one with a GPUParticles3D, and one that instances those particles repeatedly, using a script. Flashes will occur on screen.

### Minimal reproduction project

[Particle Flash MRP.zip](https://github.com/godotengine/godot/files/10483071/Particle.Flash.MRP.zip)


Edit 1: Corrected driver version for my friend's computer.
Edit 2: Added note about the issue also appearing on Linux, and that the issue is still present in 4.0.1

*Bugsquad edit (keywords for easier searching): flicker, flickering*
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 2;
			u.append_id(material_storage->global_shader_uniforms_get_storage_buffer());
			uniforms.push_back(u);
		}
		particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0);
	}
	{
		Vector<String> copy_modes;
		for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
			if (i == 0) {
				copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n");
				copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n");
				copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n");
			} else {
				copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USERDATA_COUNT " + itos(i) + "\n");
				copy_modes.push_back("\n#define MODE_FILL_SORT_BUFFER\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n");
				copy_modes.push_back("\n#define MODE_FILL_INSTANCES\n#define USE_SORT_BUFFER\n#define USERDATA_COUNT " + itos(i) + "\n");
			}
		}
		particles_shader.copy_shader.initialize(copy_modes);
		particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
		for (int i = 0; i <= ParticlesShader::MAX_USERDATAS; i++) {
			for (int j = 0; j < ParticlesShader::COPY_MODE_MAX; j++) {
				particles_shader.copy_pipelines[i * ParticlesShader::COPY_MODE_MAX + j] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i * ParticlesShader::COPY_MODE_MAX + j));
			}
		}
	}
}
ParticlesStorage::~ParticlesStorage() {