### Godot version

v4.0.beta14.official [28a24639c]

### System information

Windows 10, OpenGL

### Issue description

Vulkan and Mobile:
![Godot_v4 0-beta14_win64_kEcRNiMfNJ](https://user-images.githubusercontent.com/7782218/213967627-8e8755d9-2fe2-43b3-b197-f9f2840b7580.gif)

OpenGL:
![Godot_v4 0-beta14_win64_MQ233TZuPq](https://user-images.githubusercontent.com/7782218/213967651-ae463a6f-c867-4312-bdf1-525e1d7def01.gif)

At first I thought it was related to `set_buffer()`, but it turned out that `set_instance_*` also work incorrectly.
Probably the custom information is also set incorrectly, but I haven't checked it yet.

### Steps to reproduce

* Open MRP
* In the editor, select `MeshInstance3D` node and change the `Count` property
* -- or --
* Start the project and move the slider

You can also switch the renderer to Vulkan and compare.

### Minimal reproduction project

[set_buffer().zip](https://github.com/godotengine/godot/files/10476834/set_buffer.zip)

} else {
			attribs[i].stride = skin_stride;
			glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
		}
		if (attribs[i].integer) {
			glVertexAttribIPointer(i, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
		} else {
			glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
		}
		glEnableVertexAttribArray(i);
	}
	
	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	v.input_mask = p_input_mask;
}
RID MeshStorage::mesh_instance_create(RID p_base) {
	Mesh *mesh = mesh_owner.get_or_null(p_base);
	ERR_FAIL_COND_V(!mesh, RID());
	RID rid = mesh_instance_owner.make_rid();
	MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
	mi->mesh = mesh;
	for (uint32_t i = 0; i < mesh->surface_count; i++) {
		_mesh_instance_add_surface(mi, mesh, i);
	}
	mi->I = mesh->instances.push_back(mi);
	mi->dirty = true;
	return rid;
}
void MeshStorage::mesh_instance_free(RID p_rid) {