### 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*
Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	particles->restart_request = true;
}
void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) {
	ERR_FAIL_COND(particles->emission_buffer != nullptr);
	particles->emission_buffer_data.resize(sizeof(ParticleEmissionBuffer::Data) * particles->amount + sizeof(uint32_t) * 4);
	memset(particles->emission_buffer_data.ptrw(), 0, particles->emission_buffer_data.size());
	particles->emission_buffer = reinterpret_cast<ParticleEmissionBuffer *>(particles->emission_buffer_data.ptrw());
	particles->emission_buffer->particle_max = particles->amount;
	particles->emission_storage_buffer = RD::get_singleton()->storage_buffer_create(particles->emission_buffer_data.size(), particles->emission_buffer_data);
	if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
		
		RD::get_singleton()->free(particles->particles_material_uniform_set);
		particles->particles_material_uniform_set = RID();
	}
}
void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	ERR_FAIL_COND(p_particles == p_subemitter_particles);
	particles->sub_emitter = p_subemitter_particles;
	if (RD::get_singleton()->uniform_set_is_valid(particles->particles_material_uniform_set)) {
		RD::get_singleton()->free(particles->particles_material_uniform_set);
		particles->particles_material_uniform_set = RID(); 
	}
}
void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {