Scaled Mesh Stretching When Rotated

Godot Version

Godot 4.2.1

When I try to rotate a mesh that has been scaled, it deforms and stretches. Is there a method to prevent this stretching, or would it be better to change the meshes’ size properties rather than scale them?

Usually this only happens if you have bones in your mesh. Show how you set it up.

image
It is set up similarly to how a skeleton would be, but nodes centered at joints are used instead.

If one of those nodes in the middle has irregular scale, shearing will happen.