### Godot version

4.2 eb4301b

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Sometimes when trying to open a scene from filesystem dock, the editor will crash. It happened 3 times to me already, but I don't know what exactly causes it.
```
[0] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[1] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[2] FileSystemDock::_tree_activate_file (C:\godot_source\editor\filesystem_dock.cpp:1187)
[3] call_with_variant_args_helper<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:308)
[4] call_with_variant_args<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:418)
[5] CallableCustomMethodPointer<FileSystemDock>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[6] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[7] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1073)
[8] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3577)
[9] Object::emit_signal<> (C:\godot_source\core\object\object.h:891)
[10] Tree::gui_input (C:\godot_source\scene\gui\tree.cpp:3867)
[11] Control::_call_gui_input (C:\godot_source\scene\gui\control.cpp:1806)
[12] Viewport::_gui_call_input (C:\godot_source\scene\main\viewport.cpp:1565)
[13] Viewport::_gui_input_event (C:\godot_source\scene\main\viewport.cpp:1794)
[14] Viewport::push_input (C:\godot_source\scene\main\viewport.cpp:3129)
[15] Window::_window_input (C:\godot_source\scene\main\window.cpp:1482)
[16] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:303)
[17] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:418)
[18] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[19] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[20] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2612)
[21] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2577)
[22] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:722)
[23] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:979)
[24] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:2296)
[25] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1479)
[26] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182)
[27] _main (C:\godot_source\platform\windows\godot_windows.cpp:204)
[28] main (C:\godot_source\platform\windows\godot_windows.cpp:218)
[29] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232)
[30] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[31] <couldn't map PC to fn name>
```

### Steps to reproduce

1. Open a project
2. Open a scene

I think the scene needs to be opened early enough.

### Minimal reproduction project

N/A
ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
	if (src_mesh_node) {
		
		MeshInstance3D *mesh_node = memnew(MeshInstance3D);
		mesh_node->set_name(src_mesh_node->get_name());
		mesh_node->set_transform(src_mesh_node->get_transform());
		mesh_node->set_skin(src_mesh_node->get_skin());
		mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
		if (src_mesh_node->get_mesh().is_valid()) {
			Ref<ArrayMesh> mesh;
			if (!src_mesh_node->get_mesh()->has_mesh()) {
				
				bool generate_lods = p_generate_lods;
				float split_angle = 25.0f;
				float merge_angle = 60.0f;
				bool create_shadow_meshes = p_create_shadow_meshes;
				bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
				String save_to_file;
				String mesh_id = src_mesh_node->get_mesh()->get_meta("import_id", src_mesh_node->get_mesh()->get_name());
				if (!mesh_id.is_empty() && p_mesh_data.has(mesh_id)) {
					Dictionary mesh_settings = p_mesh_data[mesh_id];
					{
						
						List<ImportOption> iopts;
						get_internal_import_options(INTERNAL_IMPORT_CATEGORY_MESH, &iopts);
						for (const ImportOption &E : iopts) {
							if (!mesh_settings.has(E.option.name)) {
								mesh_settings[E.option.name] = E.default_value;
							}