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I've had to do that on a few Quest versions of avatars I've made.
Aye, I did that, on each different iteration.
As a side note, I have found out the solution... It was a very dumb thing. All my avatars has a Multires modifier I use to sculpt and bake and never gave a single problem when I exported them in .FBX because the exporter would automatically apply any modifiers (even the Armature one) in the final file. But see, I was experimenting trying to "break" the original file and I managed to reproduce the same bug as my customized model by adding a Multires modifier to it without even making any subdivisions at all. Then I returned to my customized mesh, deleted the Multires, exported it to .FBX and voilà, now the LipSync auto-detects it flawlessly.
This is the first time I modify a base from VROID and apparently the Multires modifier caused the Avatar Descriptor to bug out with empty visemes even if you drag the "Body" into the Face Mesh location within the component. I'm not sure why it happens only with this model as the rest of my models I've done from scratch in Blender work fine with the modifier intact.
If someone else happens to get a similar error, check the modifiers and delete any unneeded ones. Never delete the Armature modifier though, as this will delete all the bones associations assigned to the model. Applying the modifiers instead of deleting them also works. Hope it helps someone to get over this issue which unfortunately falls beyond the criterion of logic solutions.
Thanks for reading