### 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)

int bone_i = skin->get_bind_bone(bind_i);
					Transform3D bind_pose = skin->get_bind_pose(bind_i);
					StringName bind_name = skin->get_bind_name(bind_i);
					if (bind_name != StringName()) {
						bone_i = bone_name_to_idx[bind_name];
					}
					ERR_CONTINUE(bone_i < 0 || bone_i >= bone_cnt);
					if (bind_name == StringName()) {
						bind_name = skeleton->get_bone_name(bone_i);
					}
					GLTFNodeIndex skeleton_bone_i = gltf_skeleton->joints[bone_i];
					gltf_skin->joints_original.push_back(skeleton_bone_i);
					gltf_skin->joints.push_back(skeleton_bone_i);
					gltf_skin->inverse_binds.push_back(bind_pose);
					if (skeleton->get_bone_parent(bone_i) == -1) {
						gltf_skin->roots.push_back(skeleton_bone_i);
					}
					gltf_skin->joint_i_to_bone_i[bind_i] = bone_i;
					gltf_skin->joint_i_to_name[bind_i] = bind_name;
				}
				skin_gltf_i = p_state->skins.size();
				p_state->skins.push_back(gltf_skin);
				p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key] = skin_gltf_i;
			}
			node->skin = skin_gltf_i;
			node->skeleton = skeleton_gltf_i;
		}
	}
}
float GLTFDocument::solve_metallic(float p_dielectric_specular, float p_diffuse, float p_specular, float p_one_minus_specular_strength) {