### 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 (!first_scan) {
				EditorNode::get_singleton()->save_all_scenes();
			}
			EditorNode::get_singleton()->restart_editor();
			
			return true;
		}
	}
	if (reimports.size()) {
		if (_scan_import_support(reimports)) {
			return true;
		}
		reimport_files(reimports);
	} else {
		
		ResourceUID::get_singleton()->update_cache();
	}
	if (first_scan) {
		
		revalidate_import_files = false;
		filesystem_settings_version_for_import = ResourceFormatImporter::get_singleton()->get_import_settings_hash();
		_save_filesystem_cache();
	}
	if (reloads.size()) {
		emit_signal(SNAME("resources_reload"), reloads);
	}
	scan_actions.clear();
	return fs_changed;
}
void EditorFileSystem::scan() {