### 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. 
Array new_array;
	new_array.resize(Mesh::ARRAY_MAX);
	new_array[Mesh::ARRAY_VERTEX] = p_old[OLD_ARRAY_VERTEX];
	new_array[Mesh::ARRAY_NORMAL] = p_old[OLD_ARRAY_NORMAL];
	new_array[Mesh::ARRAY_TANGENT] = p_old[OLD_ARRAY_TANGENT];
	new_array[Mesh::ARRAY_COLOR] = p_old[OLD_ARRAY_COLOR];
	new_array[Mesh::ARRAY_TEX_UV] = p_old[OLD_ARRAY_TEX_UV];
	new_array[Mesh::ARRAY_TEX_UV2] = p_old[OLD_ARRAY_TEX_UV2];
	new_array[Mesh::ARRAY_BONES] = p_old[OLD_ARRAY_BONES];
	new_array[Mesh::ARRAY_WEIGHTS] = p_old[OLD_ARRAY_WEIGHTS];
	new_array[Mesh::ARRAY_INDEX] = p_old[OLD_ARRAY_INDEX];
	return new_array;
}
static Mesh::PrimitiveType _old_primitives[7] = {
	Mesh::PRIMITIVE_POINTS,
	Mesh::PRIMITIVE_LINES,
	Mesh::PRIMITIVE_LINE_STRIP,
	Mesh::PRIMITIVE_LINES,
	Mesh::PRIMITIVE_TRIANGLES,
	Mesh::PRIMITIVE_TRIANGLE_STRIP,
	Mesh::PRIMITIVE_TRIANGLE_STRIP
};
#endif 
void _fix_array_compatibility(const Vector<uint8_t> &p_src, uint32_t p_old_format, uint32_t p_new_format, uint32_t p_elements, Vector<uint8_t> &vertex_data, Vector<uint8_t> &attribute_data, Vector<uint8_t> &skin_data) {