### 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*
glGenBuffers(1, &p_particles->frame_params_ubo);
		glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
		GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, p_particles->frame_params_ubo, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW, "Particle Frame UBO");
	} else {
		
		glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
	}
	
	ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
	if (!m) {
		m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
	}
	ERR_FAIL_COND(!m);
	ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
	uint32_t specialization = 0;
	for (uint32_t i = 0; i < p_particles->userdata_count; i++) {
		specialization |= (1 << i);
	}
	if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
		specialization |= ParticlesShaderGLES3::MODE_3D;
	}
	RID version = particles_shader.default_shader_version;
	if (m->shader_data->version.is_valid() && m->shader_data->valid) {
		
		m->bind_uniforms();
		version = m->shader_data->version;
	}
	bool success = material_storage->shaders.particles_process_shader.version_bind_shader(version, variant, specialization);
	if (!success) {