### Godot version

v4.1.dev4.mono.official [5c2295ff5]

### System information

Godot v4.1.dev4.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti with Max-Q Design (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

When I open my project console gets filled with these errors.

```
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.
   at: (scene/main/canvas_item.cpp:120)
ERROR: Condition "skeleton->size == 0" is true. Returning: RID()
   at: skeleton_get_3d_uniform_set (./servers/rendering/renderer_rd/storage_rd/mesh_storage.h:693)
ERROR: Condition "skeleton->size == 0" is true. Returning: RID()
   at: skeleton_get_3d_uniform_set (./servers/rendering/renderer_rd/storage_rd/mesh_storage.h:693)
```
### Steps to reproduce (from fresh new project)
Steps to reproduce `ERROR: Condition "skeleton->size == 0" is true. Returning: RID()` error.
1. Create new project.
1.1 Godot version used: v4.1.beta2.mono.official [a2575cba4]).
1.2 I have this setting On: Editor -> Editor Settings -> General -> Interface -> Scene Tabs -> "Restore Scenes On Load".
2. Copy/Paste .glb model with a skeleton to the project folder.
3. Double click .glb file in the editor and click Reimport.
4. Right click .glb file and select New Inherited Scene.
5. Click ctrl+s to save that scene for example player.tscn.
6. Right click player.tscn and select Instantiate.
7. Save everything and restart Godot editor. When launching editor you will see message `ERROR: Condition "skeleton->size == 0" is true. Returning: RID()` in console and Output.

### Steps to reproduce (from MRP)

Open project

### Minimal reproduction project

MRP uses v4.1.beta1.mono.official [828ec2c5d], but same error still persists
[MRP.zip](https://github.com/godotengine/godot/files/11703993/MRP.zip)

fog.instantiate();
		fog->init(Vector3i(target_width, target_height, get_volumetric_fog_depth()), sky.sky_shader.default_shader_rd);
		p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog);
	}
	if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
		Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
		RendererRD::Fog::VolumetricFogSettings settings;
		settings.rb_size = size;
		settings.time = time;
		settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
		settings.max_cluster_elements = RendererRD::LightStorage::get_singleton()->get_max_cluster_elements();
		settings.volumetric_fog_filter_active = get_volumetric_fog_filter_active();
		settings.shadow_sampler = shadow_sampler;
		settings.shadow_atlas_depth = RendererRD::LightStorage::get_singleton()->owns_shadow_atlas(p_shadow_atlas) ? RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas) : RID();
		settings.voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
		settings.omni_light_buffer = RendererRD::LightStorage::get_singleton()->get_omni_light_buffer();
		settings.spot_light_buffer = RendererRD::LightStorage::get_singleton()->get_spot_light_buffer();
		settings.directional_shadow_depth = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
		settings.directional_light_buffer = RendererRD::LightStorage::get_singleton()->get_directional_light_buffer();
		settings.vfog = fog;
		settings.cluster_builder = rb_data->cluster_builder;
		settings.rbgi = rbgi;
		settings.sdfgi = sdfgi;
		settings.env = p_environment;
		settings.sky = &sky;
		settings.gi = &gi;
		RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
	}
}
void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) {