### Godot version

4.1 b2

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

As you can see in the image:

![skeleton_error_41b2](https://github.com/godotengine/godot/assets/33526847/4003c5ef-b97b-4c00-986c-a085e6c285ef)

In the editor I have an imported model, no errors. The model has a skeleton. Moving bones moves the mesh accordingly no errors and nothing seems to be wrong as far as I can tell.

When I play the project without the camera I get no errors.
When I play the project with a Camera3D the project throws 12 errors (see the image above) and the whole project freezes without dispalying anything as you can see in the image it's just a gray window.

This model and import works just fine in 4.0.3, this is also not the only model I have issues with so it's not just this model.

I can't provide a test scene or models because these models are purchased but I hope the fact it works in 4.0.3 and the error could help?

I'll try anything you ask me to do to help to resolve this - hopefully before 4.1 get released.

NOTE: Same error and the following line as in the screenshot appear in the windows Console, no other errors.
NOTE2: This project was initiated from 4.1beta as brand new, nothing else is in as you can see.
NOTE3: I'll need to double check but I had some models working before so it might not be with every model but I'll check later on today.

### Steps to reproduce

Hard to tell, if you have a model with a skeleton give it a try, add the model t othe scene, camera3d and then see if it happens?

### Minimal reproduction project

~~For now check this one from another report: https://github.com/godotengine/godot/issues/77780~~

[TestMeshWithSkinGD.zip](https://github.com/godotengine/godot/files/11851108/TestMeshWithSkinGD.zip)


EDIT:
Related line where the editor takes me to: https://github.com/godotengine/godot/blob/a2575cba48121a9e31c3a550ebd29398a7facf3f/servers/rendering/renderer_rd/storage_rd/mesh_storage.h#L693

**Production team edit:** Added the non-mono MRP (reduced to fit Github's size limit) to the issue.
_THREAD_SAFE_METHOD_
	if (debug_contact_mesh.is_valid()) {
		return debug_contact_mesh;
	}
	debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
	Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
	mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
	mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
	mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	mat->set_albedo(get_debug_collision_contact_color());
	Vector3 diamond[6] = {
		Vector3(-1, 0, 0),
		Vector3(1, 0, 0),
		Vector3(0, -1, 0),
		Vector3(0, 1, 0),
		Vector3(0, 0, -1),
		Vector3(0, 0, 1)
	};
	
	int diamond_faces[8 * 3] = {
		0, 2, 4,
		0, 3, 4,
		1, 2, 4,
		1, 3, 4,
		0, 2, 5,
		0, 3, 5,
		1, 2, 5,
		1, 3, 5,
	};