When the vertex weights are incorrect, they will be automatically adjusted.
First, add some bones to the skin, then bake the weights. Afterward, randomly delete a bone, causing certain vertices to lose their weights. Next, export the object as an FBX file and import it back into the scene, where these incorrect weights are randomly assigned to some bones.
This behavior has led to creators being unable to discern the appearance of the original file and makes it challenging to automatically identify errors upon import. Through testing, it has been observed that in versions 2020 and below, weights can remain unchanged. However, in 3ds Max 2023 and higher versions, lost weights are forcefully reassigned to random bones. As a side note, in Maya 2024, the original state can be preserved.