### 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. 
for (uint32_t i = 0; i < p_elements; i++) {
							const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
							uint16_t *dst = (uint16_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
							dst[0] = (uint16_t)CLAMP((src[0] / 127.0f * .5f + .5f) * 65535, 0, 65535);
							dst[1] = (uint16_t)CLAMP((src[1] / 127.0f * .5f + .5f) * 65535, 0, 65535);
						}
						src_offset += sizeof(uint8_t) * 2;
					} else { 
						for (uint32_t i = 0; i < p_elements; i++) {
							const int16_t *src = (const int16_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
							uint16_t *dst = (uint16_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
							dst[0] = (uint16_t)CLAMP((src[0] / 32767.0f * .5f + .5f) * 65535, 0, 65535);
							dst[1] = (uint16_t)CLAMP((src[1] / 32767.0f * .5f + .5f) * 65535, 0, 65535);
						}
						src_offset += sizeof(uint16_t) * 2;
					}
				} else { 
					if (p_old_format & OLD_ARRAY_COMPRESS_TANGENT) {
						for (uint32_t i = 0; i < p_elements; i++) {
							const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
							const Vector3 original_tangent(src[0], src[1], src[2]);
							Vector2 res = original_tangent.octahedron_tangent_encode(src[3]);
							uint16_t *dst = (uint16_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
							dst[0] = (uint16_t)CLAMP(res.x * 65535, 0, 65535);
							dst[1] = (uint16_t)CLAMP(res.y * 65535, 0, 65535);
						}
						src_offset += sizeof(uint8_t) * 4;
					} else {
						for (uint32_t i = 0; i < p_elements; i++) {
							const float *src = (const float *)&src_vertex_ptr[i * src_vertex_stride + src_offset];