### 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*
frame_params.randomness = p_particles->randomness;
	if (p_particles->use_local_coords) {
		RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
	} else {
		RendererRD::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
	}
	frame_params.cycle = p_particles->cycle_number;
	frame_params.frame = p_particles->frame_counter++;
	frame_params.pad0 = 0;
	frame_params.pad1 = 0;
	frame_params.pad2 = 0;
	{ 
		frame_params.collider_count = 0;
		frame_params.attractor_count = 0;
		frame_params.particle_size = p_particles->collision_base_size;
		RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
		RID collision_heightmap_texture;
		Transform3D to_particles;
		if (p_particles->use_local_coords) {
			to_particles = p_particles->emission_transform.affine_inverse();
		}
		if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
			
			Transform2D xform = p_particles->sdf_collision_transform; 
			if (!p_particles->use_local_coords) {
				Transform2D emission;
				emission.columns[0] = Vector2(p_particles->emission_transform.basis.get_column(0).x, p_particles->emission_transform.basis.get_column(0).y);
				emission.columns[1] = Vector2(p_particles->emission_transform.basis.get_column(1).x, p_particles->emission_transform.basis.get_column(1).y);
				emission.set_origin(Vector2(p_particles->emission_transform.origin.x, p_particles->emission_transform.origin.y));
				xform = xform * emission.affine_inverse();