### 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)

num_channels = 3;
							break;
						case Mesh::ARRAY_CUSTOM_RGBA_FLOAT:
							num_channels = 4;
							break;
					}
					int texcoord_i = 2 + 2 * custom_i;
					String gltf_texcoord_key;
					for (int prev_texcoord_i = 0; prev_texcoord_i < texcoord_i; prev_texcoord_i++) {
						gltf_texcoord_key = vformat("TEXCOORD_%d", prev_texcoord_i);
						if (!attributes.has(gltf_texcoord_key)) {
							Vector<Vector2> empty;
							empty.resize(vertex_num);
							attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, empty, true);
						}
					}
					LocalVector<Vector2> first_channel;
					first_channel.resize(vertex_num);
					LocalVector<Vector2> second_channel;
					second_channel.resize(vertex_num);
					for (int32_t vert_i = 0; vert_i < vertex_num; vert_i++) {
						float u = a[vert_i * num_channels + 0];
						float v = (num_channels == 1 ? 0.0f : a[vert_i * num_channels + 1]);
						first_channel[vert_i] = Vector2(u, v);
						u = 0;
						v = 0;
						if (num_channels >= 3) {
							u = a[vert_i * num_channels + 2];
							v = (num_channels == 3 ? 0.0f : a[vert_i * num_channels + 3]);
							second_channel[vert_i] = Vector2(u, v);