### Godot version

4.1 RC3

### System information

Windows 11 AMD Ryzen 5950x

### Issue description

Actually should be pretty simple, as of commit: https://github.com/godotengine/godot/commit/1c93606e470f0cad5f14af104ccb89a95a89931c

SurfaceTool's add_triangle_fan() maps its parameters like so:
`add_triangle_fan(p_vertices, p_uv2s, p_colors, p_uv2s, p_normals, Variant(p_tangents));`

As you can see its using **p_uv2s** as the 2nd _and_ 4th parameters, and isn't using **p_uvs** at all which ought to be the 2nd parameter. The 2nd parameter at the moment does nothing at all.

As a result I had to change my code from:
`surface_tool.add_triangle_fan(vertices, [uvs[0], uvs[1], uvs[2], uvs[1], uvs[3], uvs[2]])`
To:
`surface_tool.add_triangle_fan(vertices, [], [], [uvs[0], uvs[1], uvs[2], uvs[1], uvs[3], uvs[2]])`

### Steps to reproduce

Use add_triangle_fan and place your UVs as the 2nd parameter, your mesh will be black. When you change your uvs to the 4th parameter, it correctly maps.

### Minimal reproduction project

Should be trivial to reproduce (and to see why it's broken in this commit)
ERR_FAIL_COND(primitive != Mesh::PRIMITIVE_TRIANGLES);
	bool was_indexed = index_array.size();
	deindex();
	ERR_FAIL_COND((vertex_array.size() % 3) != 0);
	HashMap<SmoothGroupVertex, Vector3, SmoothGroupVertexHasher> smooth_hash;
	for (uint32_t vi = 0; vi < vertex_array.size(); vi += 3) {
		Vertex *v = &vertex_array[vi];
		Vector3 normal;
		if (!p_flip) {
			normal = Plane(v[0].vertex, v[1].vertex, v[2].vertex).normal;
		} else {
			normal = Plane(v[2].vertex, v[1].vertex, v[0].vertex).normal;
		}
		for (int i = 0; i < 3; i++) {
			
			if (v[i].smooth_group != UINT32_MAX) {
				Vector3 *lv = smooth_hash.getptr(v[i]);
				if (!lv) {
					smooth_hash.insert(v[i], normal);