### 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!

memdelete(filesystem);
					}
					filesystem = new_filesystem;
					new_filesystem = nullptr;
					thread.wait_to_finish();
					_update_scan_actions();
					_update_pending_script_classes();
					emit_signal(SNAME("filesystem_changed"));
					emit_signal(SNAME("sources_changed"), sources_changed.size() > 0);
					first_scan = false;
				}
				if (done_importing && scan_changes_pending) {
					scan_changes_pending = false;
					scan_changes();
				}
				prevent_recursive_process_hack = false;
			}
		} break;
	}
}
bool EditorFileSystem::is_scanning() const {
	return scanning || scanning_changes;
}
float EditorFileSystem::get_scanning_progress() const {
	return scan_total;
}
EditorFileSystemDirectory *EditorFileSystem::get_filesystem() {
	return filesystem;
}
void EditorFileSystem::_save_filesystem_cache(EditorFileSystemDirectory *p_dir, Ref<FileAccess> p_file) {