### Godot version

d01ac9c73686fdf86f083f4d3ee1301bb54d855f

### System information

Debian 11, AMD RX480, AMD 3700X, clang 13

### Issue description

When importing blender mesh with shape keys, godot crashes.

```
godot-me git:(master) WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:61)
ERROR: Invalid scene: root node test_alpha2_imported in an instance, but there's no base scene.
   at: instantiate (scene/resources/packed_scene.cpp:134)
ERROR: Index p_idx = 1 is out of bounds (edited_scene.size() = 1).
   at: remove_scene (editor/editor_data.cpp:574)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.custom_build (d01ac9c73686fdf86f083f4d3ee1301bb54d855f)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f33a2a54d60] (??:0)
[2] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x40e1504] (??:0)
[3] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3a265f7] (??:0)
[4] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3ee3b55] (??:0)
[5] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3ee28f3] (??:0)
[6] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3f0049c] (??:0)
[7] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3f0094a] (??:0)
[8] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x3f03162] (??:0)
[9] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x383d27a] (??:0)
[10] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x4a03c5] (??:0)
[11] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x430f11] (??:0)
[12] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x42513a] (??:0)
[13] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xea) [0x7f33a2a3fd0a] (??:0)
[14] /mnt/Data/files/Projects/godot-src/godot-me/bin/godot.linuxbsd.editor.x86_64.llvm() [0x424faa] (??:0)
-- END OF BACKTRACE --
================================================================
```

This last worked on 56ddf89fac84cdf12b571866790b492d2f6cc072

Here's what the scene should look like:
![Screenshot from 2023-01-31 06-45-34](https://user-images.githubusercontent.com/62319714/215624209-1c483bb5-fa6e-45f0-8a4e-001320a9c7ce.png)


### Steps to reproduce

1. Open the project.
2. Double click the gltf file
### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/10540995/test1.zip)

memdelete_arr(multimesh->previous_data_cache_dirty_regions);
		multimesh->previous_data_cache_dirty_regions = nullptr;
		multimesh->previous_data_cache_dirty_region_count = 0;
	}
	multimesh->instances = p_instances;
	multimesh->xform_format = p_transform_format;
	multimesh->uses_colors = p_use_colors;
	multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
	multimesh->uses_custom_data = p_use_custom_data;
	multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 4 : 0);
	multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0);
	multimesh->buffer_set = false;
	
	multimesh->data_cache = Vector<float>();
	multimesh->aabb = AABB();
	multimesh->aabb_dirty = false;
	multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
	multimesh->motion_vectors_current_offset = 0;
	multimesh->motion_vectors_previous_offset = 0;
	multimesh->motion_vectors_last_change = -1;
	if (multimesh->instances) {
		uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float);
		if (multimesh->motion_vectors_enabled) {
			buffer_size *= 2;
		}
		multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size);
	}
	multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH);
}
bool MeshStorage::_multimesh_enable_motion_vectors(RID p_multimesh) {