### 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*
{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
				u.binding = 1;
				if (collision_heightmap_texture.is_valid()) {
					u.append_id(collision_heightmap_texture);
				} else {
					u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
				}
				uniforms.push_back(u);
			}
			p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
			p_particles->collision_heightmap_texture = collision_heightmap_texture;
		}
	}
	ParticlesShader::PushConstant push_constant;
	int process_amount = p_particles->amount;
	if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
		process_amount *= p_particles->trail_bind_poses.size();
	}
	push_constant.clear = p_particles->clear;
	push_constant.total_particles = p_particles->amount;
	push_constant.lifetime = p_particles->lifetime;
	push_constant.trail_size = p_particles->trail_params.size();
	push_constant.use_fractional_delta = p_particles->fractional_delta;
	push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
	push_constant.trail_pass = false;
	p_particles->force_sub_emit = false; 
	Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
	if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {