### 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)

RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
	
	scene_state.lightmaps_used = 0;
	for (int i = 0; i < (int)p_lightmaps.size(); i++) {
		if (i >= (int)scene_state.max_lightmaps) {
			break;
		}
		RID lightmap = light_storage->lightmap_instance_get_lightmap(p_lightmaps[i]);
		Basis to_lm = light_storage->lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
		to_lm = to_lm.inverse().transposed(); 
		RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
		scene_state.lightmaps[i].exposure_normalization = 1.0;
		if (p_render_data->camera_attributes.is_valid()) {
			float baked_exposure = light_storage->lightmap_get_baked_exposure_normalization(lightmap);
			float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
			scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure;
		}
		scene_state.lightmap_ids[i] = p_lightmaps[i];
		scene_state.lightmap_has_sh[i] = light_storage->lightmap_uses_spherical_harmonics(lightmap);
		scene_state.lightmaps_used++;
	}
	if (scene_state.lightmaps_used > 0) {
		RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
	}
}
void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {