### 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.
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_edited_scene_root", "get_edited_scene_root");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_current_scene", "get_current_scene");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "", "get_root");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
	ADD_SIGNAL(MethodInfo("tree_changed"));
	ADD_SIGNAL(MethodInfo("tree_process_mode_changed")); 
	ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
	ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
	ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
	ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
	ADD_SIGNAL(MethodInfo("process_frame"));
	ADD_SIGNAL(MethodInfo("physics_frame"));
	BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
	BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
	BIND_ENUM_CONSTANT(GROUP_CALL_DEFERRED);
	BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
}
SceneTree *SceneTree::singleton = nullptr;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
	for (int i = 0; i < idle_callback_count; i++) {
		idle_callbacks[i]();
	}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {