### 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)

Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
	ERR_FAIL_NULL(skeleton);
	ERR_FAIL_COND(!skeleton->use_2d);
	skeleton->base_transform_2d = p_base_transform;
}
void MeshStorage::_update_dirty_skeletons() {
	while (skeleton_dirty_list) {
		Skeleton *skeleton = skeleton_dirty_list;
		if (skeleton->size) {
			RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr());
		}
		skeleton_dirty_list = skeleton->dirty_list;
		skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_BONES);
		skeleton->version++;
		skeleton->dirty = false;
		skeleton->dirty_list = nullptr;
	}
	skeleton_dirty_list = nullptr;
}
void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
	Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
	ERR_FAIL_COND(!skeleton);
	p_instance->update_dependency(&skeleton->dependency);
}