### Godot version

v4.0.beta14.official [28a24639c]

### System information

Windows 10, OpenGL

### Issue description

Vulkan and Mobile:
![Godot_v4 0-beta14_win64_kEcRNiMfNJ](https://user-images.githubusercontent.com/7782218/213967627-8e8755d9-2fe2-43b3-b197-f9f2840b7580.gif)

OpenGL:
![Godot_v4 0-beta14_win64_MQ233TZuPq](https://user-images.githubusercontent.com/7782218/213967651-ae463a6f-c867-4312-bdf1-525e1d7def01.gif)

At first I thought it was related to `set_buffer()`, but it turned out that `set_instance_*` also work incorrectly.
Probably the custom information is also set incorrectly, but I haven't checked it yet.

### Steps to reproduce

* Open MRP
* In the editor, select `MeshInstance3D` node and change the `Count` property
* -- or --
* Start the project and move the slider

You can also switch the renderer to Vulkan and compare.

### Minimal reproduction project

[set_buffer().zip](https://github.com/godotengine/godot/files/10476834/set_buffer.zip)

skin_stride += 4 * sizeof(uint16_t);
				attribs[i].normalized = GL_FALSE;
				attribs[i].integer = true;
			} break;
			case RS::ARRAY_WEIGHTS: {
				attribs[i].offset = skin_stride;
				attribs[i].size = 4;
				attribs[i].type = GL_UNSIGNED_SHORT;
				skin_stride += 4 * sizeof(uint16_t);
				attribs[i].normalized = GL_TRUE;
			} break;
		}
	}
	glGenVertexArrays(1, &v.vertex_array);
	glBindVertexArray(v.vertex_array);
	for (int i = 0; i < RS::ARRAY_INDEX; i++) {
		if (!attribs[i].enabled) {
			glDisableVertexAttribArray(i);
			continue;
		}
		if (i <= RS::ARRAY_TANGENT) {
			attribs[i].stride = vertex_stride;
			if (mis) {
				glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer);
			} else {
				glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
			}
		} else if (i <= RS::ARRAY_CUSTOM3) {
			attribs[i].stride = attributes_stride;
			glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);