Pipeline allows to use skinned material on a non-skinned model on OpenGL/WebGL
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- C++
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Description
**Describe the bug (REQUIRED)**
If I assign a model without animations a skinned material, it works in web and on Windows, but then fails at runtime on macOS.
**To Reproduce (REQUIRED)**
Steps to reproduce the behavior:
1. Open repro on macOS
2. Open `/main/stool.model` and note that it uses a skinned material (`/materials/model/model_skinned_instanced.material`)
3. Build or bundle for mac
**Expected behavior (REQUIRED)**
Either it works or it doesn't build at all.
**Defold version (REQUIRED):**
- dev
**Minimal repro case project (OPTIONAL):**
[model-repro.zip](https://github.com/user-attachments/files/21059550/model-repro.zip)
**Logs (OPTIONAL):**
```
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Vertex attribute bone_weights(3) is missing from the vertex descriptor.
ERROR:GRAPHICS: Failed to create VkPipeline
ERROR:GRAPHICS: Failed setup draw state
```
**Workaround:**
Not using skinned material on a non-skinned image, e.g., replacing the material with `/builtins/materials/model_instanced.material`
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Assessment
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