### 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_sort_buffer = RID();
		particles->particles_sort_uniform_set = RID();
	}
	if (particles->emission_buffer != nullptr) {
		particles->emission_buffer = nullptr;
		particles->emission_buffer_data.clear();
		RD::get_singleton()->free(particles->emission_storage_buffer);
		particles->emission_storage_buffer = RID();
	}
	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_amount(RID p_particles, int p_amount) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	if (particles->amount == p_amount) {
		return;
	}
	_particles_free_data(particles);
	particles->amount = p_amount;
	particles->prev_ticks = 0;
	particles->phase = 0;
	particles->prev_phase = 0;
	particles->clear = true;
	particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {