### Godot version

4.0 beta 10

### System information

Android 12gb ram Mediatek G95

### Issue description

Editor is crashing when opening a project from pc to Android editor. 

### Steps to reproduce

Create a scene from pc editor MEDIUM complex.
Now try to open it in Android editor. 

### Minimal reproduction project

https://github.com/selgesel/godot4-third-person-controller
This project. 

### I recommend.
I recommend to add a crash handler for Android editor.
CustomActivityoncrash is a good library to handle crash and logs are displayed on screen. 
if (_is_generated()) {
		return;
	}
	for (int i = 0; i < surfaces.size(); i++) {
		p_list->push_back(PropertyInfo(Variant::STRING, "surface_" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
		if (surfaces[i].is_2d) {
			p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemMaterial,ShaderMaterial", PROPERTY_USAGE_EDITOR));
		} else {
			p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_EDITOR));
		}
	}
}
void ArrayMesh::_recompute_aabb() {
	
	aabb = AABB();
	for (int i = 0; i < surfaces.size(); i++) {
		if (i == 0) {
			aabb = surfaces[i].aabb;
		} else {
			aabb.merge_with(surfaces[i].aabb);
		}
	}
}
void ArrayMesh::add_surface(BitField<ArrayFormat> p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, const Vector<uint8_t> &p_attribute_array, const Vector<uint8_t> &p_skin_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<uint8_t> &p_blend_shape_data, const Vector<AABB> &p_bone_aabbs, const Vector<RS::SurfaceData::LOD> &p_lods) {