### 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 (triangle_mesh.is_valid()) {
		return triangle_mesh;
	}
	int faces_size = 0;
	for (int i = 0; i < get_surface_count(); i++) {
		switch (surface_get_primitive_type(i)) {
			case PRIMITIVE_TRIANGLES: {
				int len = (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(i) : surface_get_array_len(i);
				
				ERR_CONTINUE_MSG((len % 3) != 0, vformat("Ignoring surface %d, incorrect %s count: %d (for PRIMITIVE_TRIANGLES).", i, (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? "index" : "vertex", len));
				faces_size += len;
			} break;
			case PRIMITIVE_TRIANGLE_STRIP: {
				int len = (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(i) : surface_get_array_len(i);
				
				ERR_CONTINUE_MSG(len != 0 && len < 3, vformat("Ignoring surface %d, incorrect %s count: %d (for PRIMITIVE_TRIANGLE_STRIP).", i, (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? "index" : "vertex", len));
				faces_size += (len == 0) ? 0 : (len - 2) * 3;
			} break;
			default: {
			} break;
		}
	}
	if (faces_size == 0) {
		return triangle_mesh;
	}
	Vector<Vector3> faces;
	faces.resize(faces_size);
	Vector<int32_t> surface_indices;
	surface_indices.resize(faces_size / 3);
	Vector3 *facesw = faces.ptrw();