### 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
MESH_OVERRIDE_DEFAULT,
		MESH_OVERRIDE_ENABLE,
		MESH_OVERRIDE_DISABLE,
	};
	enum BodyType {
		BODY_TYPE_STATIC,
		BODY_TYPE_DYNAMIC,
		BODY_TYPE_AREA
	};
	enum ShapeType {
		SHAPE_TYPE_DECOMPOSE_CONVEX,
		SHAPE_TYPE_SIMPLE_CONVEX,
		SHAPE_TYPE_TRIMESH,
		SHAPE_TYPE_BOX,
		SHAPE_TYPE_SPHERE,
		SHAPE_TYPE_CYLINDER,
		SHAPE_TYPE_CAPSULE,
	};
	Array _get_skinned_pose_transforms(ImporterMeshInstance3D *p_src_mesh_node);
	void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
	void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
	void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
	enum AnimationImportTracks {
		ANIMATION_IMPORT_TRACKS_IF_PRESENT,
		ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL,
		ANIMATION_IMPORT_TRACKS_NEVER,
	};
	enum TrackChannel {