### 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)

w[k + 3] /= total;
							w[k + 4] /= total;
							w[k + 5] /= total;
							w[k + 6] /= total;
							w[k + 7] /= total;
						}
					}
				}
				array[Mesh::ARRAY_WEIGHTS] = weights;
			}
			if (p.has("indices")) {
				Vector<int> indices = _decode_accessor_as_ints(p_state, p["indices"], false);
				if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
					
					const int is = indices.size();
					int *w = indices.ptrw();
					for (int k = 0; k < is; k += 3) {
						SWAP(w[k + 1], w[k + 2]);
					}
				}
				array[Mesh::ARRAY_INDEX] = indices;
			} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
				
				const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
				ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
				Vector<int> indices;
				const int vs = vertices.size();
				indices.resize(vs);
				{
					int *w = indices.ptrw();