### 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.
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<MultiplayerAPI>(), "Multiplayer can only be manipulated from the main thread.");
	Ref<MultiplayerAPI> out = multiplayer;
	for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
		const Vector<StringName> snames = E.key.get_names();
		const Vector<StringName> tnames = p_for_path.get_names();
		if (tnames.size() < snames.size()) {
			continue;
		}
		const StringName *sptr = snames.ptr();
		const StringName *nptr = tnames.ptr();
		bool valid = true;
		for (int i = 0; i < snames.size(); i++) {
			if (sptr[i] != nptr[i]) {
				valid = false;
				break;
			}
		}
		if (valid) {
			out = E.value;
			break;
		}
	}
	return out;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path) {