Edit:
Some new discoveries i made were, that if I load the textures before I create the all the frame buffers for shadow mapping and SSAO, I get the content of the shadow map texture on one model (just the red channel) and the position buffer as rgb content of the other model. That happens since I get index 1 & 2 for the image textures from open gl, but the depth, position, ... texture restart at 1 with indexing. And then I bind the texture with index 1 & 2 as model textures, which happen to be the depth texture and the position texture. I just dont understand why the indexing restarts.