### Godot version

4.0b16

### System information

Windows 11

### Issue description

Godot game (not the editor) crashes by loading a specific ".glb" model via `Godot.GltfDocument.AppendFromFile` (in C#, not tested in GDScript). The model is exported via Blender, and runs on Godot 4.0 Beta 15 without any problems.

```
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication t.
   at Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr, IntPtr, Void**, Void*)
   at Godot.NativeCalls.godot_icall_4_467(IntPtr, IntPtr, System.String, IntPtr, UInt32, System.String)
   at Godot.GltfDocument.AppendFromFile(System.String, Godot.GltfState, UInt32, System.String)
   at dummy_scene._Ready()
   at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPt)
   at Godot.Node3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariant)
   at dummy_scene.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantP)
   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_v)
```

![image](https://user-images.githubusercontent.com/18738917/215181154-998d84b9-247b-4e8d-a1de-9bf400a1e567.png)


### Steps to reproduce

Run the dummy scene with affected GLTF code. (See MRP.)

### Minimal reproduction project

C# proj [Godot 4 b16 GLTF Crash.zip](https://github.com/godotengine/godot/files/10522482/Godot.4.b16.GLTF.Crash.zip)

GDScript proj [Godot.4.b16.GLTF.Crash.gdscript.zip](https://github.com/godotengine/godot/files/10543553/Godot.4.b16.GLTF.Crash.gdscript.zip)

ERR_FAIL_COND_V(p_array.size() != 3, Vector3());
	return Vector3(p_array[0], p_array[1], p_array[2]);
}
static Array _quaternion_to_array(const Quaternion &p_quaternion) {
	Array array;
	array.resize(4);
	array[0] = p_quaternion.x;
	array[1] = p_quaternion.y;
	array[2] = p_quaternion.z;
	array[3] = p_quaternion.w;
	return array;
}
static Quaternion _arr_to_quaternion(const Array &p_array) {
	ERR_FAIL_COND_V(p_array.size() != 4, Quaternion());
	return Quaternion(p_array[0], p_array[1], p_array[2], p_array[3]);
}
static Transform3D _arr_to_xform(const Array &p_array) {
	ERR_FAIL_COND_V(p_array.size() != 16, Transform3D());
	Transform3D xform;
	xform.basis.set_column(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2]));
	xform.basis.set_column(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6]));
	xform.basis.set_column(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10]));
	xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14]));
	return xform;
}
static Vector<real_t> _xform_to_array(const Transform3D p_transform) {