### 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.
}
	root->set_as_audio_listener_3d(true);
#endif 
	
	set_multiplayer(MultiplayerAPI::create_default_interface());
	root->set_as_audio_listener_2d(true);
	current_scene = nullptr;
	const int msaa_mode_2d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_2d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
	root->set_msaa_2d(Viewport::MSAA(msaa_mode_2d));
	const int msaa_mode_3d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
	root->set_msaa_3d(Viewport::MSAA(msaa_mode_3d));
	const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
	root->set_transparent_background(transparent_background);
	const int ssaa_mode = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), 0);
	root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
	const bool use_taa = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/use_taa", false);
	root->set_use_taa(use_taa);
	const bool use_debanding = GLOBAL_DEF("rendering/anti_aliasing/quality/use_debanding", false);
	root->set_use_debanding(use_debanding);
	const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
	root->set_use_occlusion_culling(use_occlusion_culling);
	float mesh_lod_threshold = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"), 1.0);
	root->set_mesh_lod_threshold(mesh_lod_threshold);
	bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
	root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
	bool snap_2d_vertices = GLOBAL_DEF("rendering/2d/snap/snap_2d_vertices_to_pixel", false);
	root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
	// We setup VRS for the main viewport here, in the editor this will have little effect.
	const int vrs_mode = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")), 0);
	root->set_vrs_mode(Viewport::VRSMode(vrs_mode));