### 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->inactive = false;
			particles->inactive_time = 0;
		} else {
			particles->inactive_time += particles->speed_scale * RSG::rasterizer->get_frame_delta_time();
			if (particles->inactive_time > particles->lifetime * 1.2) {
				particles->inactive = true;
				continue;
			}
		}
		
		
		if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) {
			_particles_allocate_history_buffers(particles);
			SWAP(particles->last_frame_buffer, particles->sort_buffer);
			glBindBuffer(GL_COPY_READ_BUFFER, particles->back_instance_buffer);
			glBindBuffer(GL_COPY_WRITE_BUFFER, particles->last_frame_buffer);
			glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->instance_buffer_size_cache);
			
			particles->sort_buffer_filled = particles->last_frame_buffer_filled;
			particles->sort_buffer_phase = particles->last_frame_phase;
			particles->last_frame_buffer_filled = true;
			particles->last_frame_phase = particles->phase;
			glBindBuffer(GL_COPY_READ_BUFFER, 0);
			glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
		}
		int fixed_fps = 0;
		if (particles->fixed_fps > 0) {
			fixed_fps = particles->fixed_fps;
		}