Debugger Taking Ages to Start Due to Specific 3D Mesh

Godot Version

4.4.1

Question

Hello! I am currently animating a 3D character, he is currently rigged by Mixamo, i recently exported his vest and some pouches and am working on having these be wearable items, the vest works fine, I can simply attach that to the GeneralSkeleton and it deforms and everything. However when I add the pouches in everything goes wrong, the debugger just takes an extremely long time to startup ( it runs fine after it finally loads though ). I even tried just attaching it to a BoneAttachment node ( no skinning/deformation ) just a rigid set of pouches and it still causes the debugger to not start up in a reasonable amount of time, I’m pretty perplexed since all of the meshes I decimated through Blender. I am not dealing with super high poly count or anything, Just need some help figuring out the cause of this.

I have tried copying it into its own file in blender and removing anything I can, parenting, armature, vertex groups still slows it down

If you share code, please wrap it inside three backticks or replace the code in the next block:

func _ready() -> void:
    print("hello world")