### 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.
set_group_flags(GROUP_CALL_DEFAULT, p_group, p_name, p_value);
}
void SceneTree::initialize() {
	ERR_FAIL_NULL(root);
	initialized = true;
	root->_set_tree(this);
	MainLoop::initialize();
}
bool SceneTree::physics_process(double p_time) {
	root_lock++;
	current_frame++;
	flush_transform_notifications();
	if (MainLoop::physics_process(p_time)) {
		_quit = true;
	}
	physics_process_time = p_time;
	emit_signal(SNAME("physics_frame"));
	call_group(SNAME("_picking_viewports"), SNAME("_process_picking"));
	_process(true);
	_flush_ugc();
	MessageQueue::get_singleton()->flush(); 
	process_timers(p_time, true); 
	process_tweens(p_time, true);
	flush_transform_notifications();
	root_lock--;
	_flush_delete_queue();
	_call_idle_callbacks();
	return _quit;
}
bool SceneTree::process(double p_time) {