### Godot version

63f95c0e58e51ec2939e8b47803cb607fb35cadc

### System information

Windows 11

### Issue description

Using the following code:

```gdscript
extends StaticBody3D

@onready var shape_3d = $CollisionShape3D

func _ready():
	var convex_shape = ConvexPolygonShape3D.new()
	var points = PackedVector3Array()
	
	points.append(Vector3(0, 0, 0))
	points.append(Vector3(1, 0, 0))
	points.append(Vector3(0, 0, 1))
	points.append(Vector3(1, 0, 1))
	
	convex_shape.points = points
	shape_3d.shape = convex_shape
```

produces the correct result:

![image](https://user-images.githubusercontent.com/3036176/208936364-ae651b87-4be9-4fe0-8e5a-4cf17d937348.png)

but generates unnecessary errors:

![image](https://user-images.githubusercontent.com/3036176/208936226-0447814c-cfd4-4b41-8020-3bcd3dc11a44.png)

```
ERROR: Condition "p_new_capacity < capacity" is true.
   at: OAHashMap<unsigned __int64,int,struct HashMapHasherDefault,struct HashMapComparatorDefault<unsigned __int64> >::)
ERROR: Condition "p_new_capacity < capacity" is true.
   at: OAHashMap<unsigned __int64,int,struct HashMapHasherDefault,struct HashMapComparatorDefault<unsigned __int64> >::)
```


### Steps to reproduce

Check the attached project.

### Minimal reproduction project

[convex_polygon_test.zip](https://github.com/godotengine/godot/files/10278802/convex_polygon_test.zip)

v1 = w1;
						dx = (v1->point.x - v0->point.x) * sign;
						continue;
					}
				}
				Vertex *w0 = side ? v0->prev : v0->next;
				if (w0 != v0) {
					int32_t dx0 = (w0->point.x - v0->point.x) * sign;
					int32_t dy0 = w0->point.y - v0->point.y;
					int32_t dxn = (v1->point.x - w0->point.x) * sign;
					if ((dxn < 0) && (dy0 > 0) && ((dx0 == 0) || ((dx0 < 0) && (dy0 * dx < dy * dx0)))) {
						v0 = w0;
						dx = dxn;
						continue;
					}
				}
				break;
			}
		} else {
			int32_t x = v0->point.x;
			int32_t y0 = v0->point.y;
			Vertex *w0 = v0;
			Vertex *t;
			while (((t = side ? w0->next : w0->prev) != v0) && (t->point.x == x) && (t->point.y <= y0)) {
				w0 = t;
				y0 = t->point.y;
			}
			v0 = w0;
			int32_t y1 = v1->point.y;
			Vertex *w1 = v1;