### 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*
}
	
	
	
	if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->sort_buffer_filled) {
		glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
		ParticleInstanceData3D *particle_array;
#ifndef __EMSCRIPTEN__
		particle_array = static_cast<ParticleInstanceData3D *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
		ERR_FAIL_NULL(particle_array);
#else
		LocalVector<ParticleInstanceData3D> particle_vector;
		particle_vector.resize(particles->amount);
		particle_array = particle_vector.ptr();
		glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_array);
#endif
		SortArray<ParticleInstanceData3D, ParticlesViewSort> sorter;
		sorter.compare.z_dir = axis;
		sorter.sort(particle_array, particles->amount);
#ifndef __EMSCRIPTEN__
		glUnmapBuffer(GL_ARRAY_BUFFER);
#else
		glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_vector.ptr());
#endif
	}
	glEnable(GL_RASTERIZER_DISCARD);
	_particles_update_instance_buffer(particles, axis, p_up_axis);
	glDisable(GL_RASTERIZER_DISCARD);
}
void ParticlesStorage::_particles_update_buffers(Particles *particles) {