### 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)
} else {
					(*lv) += normal;
				}
			} else {
				v[i].normal = normal;
			}
		}
	}
	for (Vertex &vertex : vertex_array) {
		if (vertex.smooth_group != UINT32_MAX) {
			Vector3 *lv = smooth_hash.getptr(vertex);
			if (!lv) {
				vertex.normal = Vector3();
			} else {
				vertex.normal = lv->normalized();
			}
		}
	}
	format |= Mesh::ARRAY_FORMAT_NORMAL;
	if (was_indexed) {
		index();
	}
}
void SurfaceTool::set_material(const Ref<Material> &p_material) {
	material = p_material;
}
Ref<Material> SurfaceTool::get_material() const {
	return material;
}
void SurfaceTool::clear() {