Repository: godot
Issue: A small bug in GPUParticles2D since Godot 4.2
Labels: needs testing,topic:particles

### Tested versions

4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.22621 - GLES3 (Compatibility) - D3D12 (Qualcomm(R) Adreno(TM) 685 GPU) () - Snapdragon (TM) 8cx Gen 2 @ 3.0 GHz (8 Threads)

### Issue description

well~ i have met a small bug about **enhancement**, and how important it is... just read the steps haha.
this bug can also be found in Godot 4.2 stable version, 4.1.3 or earlier haven't met. (tears of joy again)

PS: i have also tried on DELL Precision M4700, which contains _**intel i7-3632QM**_ and _**ATI Radeon HD 7700M**_, and runs on Windows 11 Pro x86_64. not only compatibility has been affected but also mobile and forward+.

### Steps to reproduce

here are the steps when using Godot 4.2 stable version.

1. i make a new project and use three GPUParticles2Ds (the texture is icon.svg haha).
2. i set all GPUParticle2D's **"emitting"** settings as **false**, and use GDScript to change them, well, the project runs successfully, and GPU-3D usage is about **20%**, then save the project.
3. here is my minimal project screenshot, it runs on _**Qualcomm Adreno GPU**~ (ARM64 Device)_
![Screenshot 2023-12-11 012320](https://github.com/godotengine/godot/assets/115386612/2bedd4ba-e2cb-442e-8f56-de70d5913d0a)

4. i reopen this project, the settings are unchanged accordingly, but i find that the GPU-3D is RUNNING these GPUParticles2D! (see the task manager) take a breathe... when i select 2D workspace mode, GPU-3D usage is about **40%**(?) and the textures **still hide** in general, and... the usage can't decline in **many** seconds (i set the timelife of these textures as 2.0 seconds).
![Screenshot 2023-12-11 012920](https://github.com/godotengine/godot/assets/115386612/3a931113-00b1-46b9-ac04-970b9395ae15)

5. after this, i **manually** set **all GPUParticles2D**'s "emitting" settings as **true**, then **false**, then... the GPU-3D usage can become less than 2%. it's said that the workspace can run lightly again. and when the project reopen again, the problem will also reveal again.
![Screenshot 2023-12-11 013828](https://github.com/godotengine/godot/assets/115386612/b791ac24-bf8b-4ea1-a4bb-e2f0cecc83a1)

really a small bug, although the project could run successfully in final, it may affect in **making** a big project which use **_several_** GPUParticles2Ds. there will be someone who is bothering of this.    :P
well, in order to avoid that it is not my ARM device's fault, my another device can also appear just like this (GPU-3D usage is about 26%, 1st is forward+ and 2nd is compatibility):
![Screenshot 2023-12-11 004834](https://github.com/godotengine/godot/assets/115386612/e92544cd-1fec-428d-b89e-26abfc785faf)

even after running 5 minutes without setting unchanged... so i don't know why this bug didn't reach on 4.1.3 or earlier. (tears of joy again and again)
![Screenshot 2023-12-11 005333](https://github.com/godotengine/godot/assets/115386612/2dc294c6-aef0-4d1d-b0c7-132fb954496a)

fin, here is running on Godot 4.1.3 stable version. no error occurred.
![Screenshot 2023-12-11 020600](https://github.com/godotengine/godot/assets/115386612/b080c4cf-c550-4da2-a0f3-1b17d1265599)


### Minimal reproduction project (MRP)

oh yes~ i will make a zip package within MRPs (Godot 4.1.3.stable + Godot 4.2.stable).
PS: "GPUParticles2D > amount ratio" is a new setting on Godot 4.2, so don't worry, it's normal that the projects will run differently.
[p413.zip](https://github.com/godotengine/godot/files/13628742/p413.zip)
[p420.zip](https://github.com/godotengine/godot/files/13628743/p420.zip)