### 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*
fixed_fps = particles->fixed_fps;
		} else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
			fixed_fps = screen_hz;
		}
		{
			
			int history_size = 1;
			int trail_steps = 1;
			if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
				history_size = MAX(1, int(particles->trail_lifetime * fixed_fps));
				trail_steps = particles->trail_bind_poses.size();
			}
			if (uint32_t(history_size) != particles->frame_history.size()) {
				particles->frame_history.resize(history_size);
				memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size);
			}
			if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) {
				particles->trail_params.resize(trail_steps);
				if (particles->frame_params_buffer.is_valid()) {
					RD::get_singleton()->free(particles->frame_params_buffer);
				}
				particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps);
			}
			if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) {
				particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size());
				particles->trail_bind_poses_dirty = true;
			}
			if (particles->trail_bind_pose_uniform_set.is_null()) {
				Vector<RD::Uniform> uniforms;
				{