### 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!

}
		Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
		d->remove(update_cache); 
	}
	EditorProgressBG scan_progress("efs", "ScanFS", 1000);
	ScanProgress sp;
	sp.low = 0;
	sp.hi = 1;
	sp.progress = &scan_progress;
	new_filesystem = memnew(EditorFileSystemDirectory);
	new_filesystem->parent = nullptr;
	Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
	d->change_dir("res://");
	_scan_new_dir(new_filesystem, d, sp);
	file_cache.clear(); 
	if (!first_scan) {
		
		_save_filesystem_cache();
	}
	scanning = false;
}
void EditorFileSystem::_save_filesystem_cache() {
	group_file_cache.clear();
	String fscache = EditorPaths::get_singleton()->get_project_settings_dir().path_join(CACHE_FILE_NAME);
	Ref<FileAccess> f = FileAccess::open(fscache, FileAccess::WRITE);
	ERR_FAIL_COND_MSG(f.is_null(), "Cannot create file '" + fscache + "'. Check user write permissions.");
	f->store_line(filesystem_settings_version_for_import);
	_save_filesystem_cache(filesystem, f);
}
void EditorFileSystem::_thread_func(void *_userdata) {