### 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. 
BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM2_SHIFT);
	BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM3_SHIFT);
	BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM_MASK);
	BIND_BITFIELD_FLAG(ARRAY_COMPRESS_FLAGS_BASE);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_2D_VERTICES);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_8_BONE_WEIGHTS);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY);
	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
	GDVIRTUAL_BIND(_get_surface_count)
	GDVIRTUAL_BIND(_surface_get_array_len, "index")
	GDVIRTUAL_BIND(_surface_get_array_index_len, "index")
	GDVIRTUAL_BIND(_surface_get_arrays, "index")
	GDVIRTUAL_BIND(_surface_get_blend_shape_arrays, "index")
	GDVIRTUAL_BIND(_surface_get_lods, "index")
	GDVIRTUAL_BIND(_surface_get_format, "index")
	GDVIRTUAL_BIND(_surface_get_primitive_type, "index")
	GDVIRTUAL_BIND(_surface_set_material, "index", "material")
	GDVIRTUAL_BIND(_surface_get_material, "index")
	GDVIRTUAL_BIND(_get_blend_shape_count)
	GDVIRTUAL_BIND(_get_blend_shape_name, "index")
	GDVIRTUAL_BIND(_set_blend_shape_name, "index", "name")
	GDVIRTUAL_BIND(_get_aabb)
}
void Mesh::clear_cache() const {
	triangle_mesh.unref();
	debug_lines.clear();
}
Vector<Ref<Shape3D>> Mesh::convex_decompose(const ConvexDecompositionSettings &p_settings) const {