### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10, 64bit

### Issue description

First, please run the reproduction project.
When I run the test scene, It report error like follow and app exited. 
![image](https://user-images.githubusercontent.com/35988767/229076194-f737bcb6-6c9b-4aa0-9bd5-3dbd36bc8d03.png)
And I don't know where was error.



### Steps to reproduce

1. Open the reproduction project.
2. Open scene 'user:\\xd\XActors\Weapon\Gun\Rifle\XRifle.tscn'
3. Assign the scene's Meshinstance's mesh with 'user:\\xd\XActors\Weapon\Gun\Rifle\XRifle01.res'
4. Run the scene
Opps, the scene exited.
![GIF](https://user-images.githubusercontent.com/35988767/229077075-4b18b9e0-933e-47f6-b6a8-0af966574884.gif)


### Minimal reproduction project

[GlbTest.zip](https://github.com/godotengine/godot/files/11120181/GlbTest.zip)

NOTE: The project that I provided was picked up from my owner project. Sorry I can't provide a minimal reproduction project because I don't know which step cause this issue. I was test like this:
Create a project, import the glb file, create meshinstance and assign mesh, but there was not error!

if (false ) {
		return;
	}
	if (scanning || scanning_changes || thread.is_started()) {
		return;
	}
	_update_extensions();
	if (!use_threads) {
		scanning = true;
		scan_total = 0;
		_scan_filesystem();
		if (filesystem) {
			memdelete(filesystem);
		}
		
		filesystem = new_filesystem;
		new_filesystem = nullptr;
		_update_scan_actions();
		scanning = false;
		_update_pending_script_classes();
		emit_signal(SNAME("filesystem_changed"));
		emit_signal(SNAME("sources_changed"), sources_changed.size() > 0);
		first_scan = false;
	} else {
		ERR_FAIL_COND(thread.is_started());
		set_process(true);
		Thread::Settings s;
		scanning = true;
		scan_total = 0;
		s.priority = Thread::PRIORITY_LOW;