### Godot version

v4.0.beta14.official [28a24639c]

### System information

Windows 10, OpenGL

### Issue description

Vulkan and Mobile:
![Godot_v4 0-beta14_win64_kEcRNiMfNJ](https://user-images.githubusercontent.com/7782218/213967627-8e8755d9-2fe2-43b3-b197-f9f2840b7580.gif)

OpenGL:
![Godot_v4 0-beta14_win64_MQ233TZuPq](https://user-images.githubusercontent.com/7782218/213967651-ae463a6f-c867-4312-bdf1-525e1d7def01.gif)

At first I thought it was related to `set_buffer()`, but it turned out that `set_instance_*` also work incorrectly.
Probably the custom information is also set incorrectly, but I haven't checked it yet.

### Steps to reproduce

* Open MRP
* In the editor, select `MeshInstance3D` node and change the `Count` property
* -- or --
* Start the project and move the slider

You can also switch the renderer to Vulkan and compare.

### Minimal reproduction project

[set_buffer().zip](https://github.com/godotengine/godot/files/10476834/set_buffer.zip)

}
		if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
			glEnableVertexAttribArray(RS::ARRAY_TANGENT);
			glVertexAttribPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));
		}
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}
	if (mesh->surface_count == 0) {
		mesh->aabb = p_surface.aabb;
	} else {
		mesh->aabb.merge_with(p_surface.aabb);
	}
	mesh->skeleton_aabb_version = 0;
	s->material = p_surface.material;
	mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
	mesh->surfaces[mesh->surface_count] = s;
	mesh->surface_count++;
	for (MeshInstance *mi : mesh->instances) {
		_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
	}
	mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
	for (Mesh *E : mesh->shadow_owners) {
		Mesh *shadow_owner = E;
		shadow_owner->shadow_mesh = RID();
		shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
	}
	mesh->material_cache.clear();
}
int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {