### Godot version

63f95c0e58e51ec2939e8b47803cb607fb35cadc

### System information

Windows 11

### Issue description

Using the following code:

```gdscript
extends StaticBody3D

@onready var shape_3d = $CollisionShape3D

func _ready():
	var convex_shape = ConvexPolygonShape3D.new()
	var points = PackedVector3Array()
	
	points.append(Vector3(0, 0, 0))
	points.append(Vector3(1, 0, 0))
	points.append(Vector3(0, 0, 1))
	points.append(Vector3(1, 0, 1))
	
	convex_shape.points = points
	shape_3d.shape = convex_shape
```

produces the correct result:

![image](https://user-images.githubusercontent.com/3036176/208936364-ae651b87-4be9-4fe0-8e5a-4cf17d937348.png)

but generates unnecessary errors:

![image](https://user-images.githubusercontent.com/3036176/208936226-0447814c-cfd4-4b41-8020-3bcd3dc11a44.png)

```
ERROR: Condition "p_new_capacity < capacity" is true.
   at: OAHashMap<unsigned __int64,int,struct HashMapHasherDefault,struct HashMapComparatorDefault<unsigned __int64> >::)
ERROR: Condition "p_new_capacity < capacity" is true.
   at: OAHashMap<unsigned __int64,int,struct HashMapHasherDefault,struct HashMapComparatorDefault<unsigned __int64> >::)
```


### Steps to reproduce

Check the attached project.

### Minimal reproduction project

[convex_polygon_test.zip](https://github.com/godotengine/godot/files/10278802/convex_polygon_test.zip)

if (w0 != v0) {
					int32_t dx0 = (w0->point.x - v0->point.x) * sign;
					int32_t dy0 = w0->point.y - v0->point.y;
					if ((dy0 <= 0) && ((dx0 == 0) || ((dx0 < 0) && (dy0 * dx <= dy * dx0)))) {
						v0 = w0;
						dx = (v1->point.x - v0->point.x) * sign;
						continue;
					}
				}
				Vertex *w1 = side ? v1->next : v1->prev;
				if (w1 != v1) {
					int32_t dx1 = (w1->point.x - v1->point.x) * sign;
					int32_t dy1 = w1->point.y - v1->point.y;
					int32_t dxn = (w1->point.x - v0->point.x) * sign;
					if ((dxn > 0) && (dy1 < 0) && ((dx1 == 0) || ((dx1 < 0) && (dy1 * dx < dy * dx1)))) {
						v1 = w1;
						dx = dxn;
						continue;
					}
				}
				break;
			}
		} else if (dx < 0) {
			while (true) {
				int32_t dy = v1->point.y - v0->point.y;
				Vertex *w1 = side ? v1->prev : v1->next;
				if (w1 != v1) {
					int32_t dx1 = (w1->point.x - v1->point.x) * sign;
					int32_t dy1 = w1->point.y - v1->point.y;
					if ((dy1 >= 0) && ((dx1 == 0) || ((dx1 < 0) && (dy1 * dx <= dy * dx1)))) {