### 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)

Error error;
	Ref<PackedScene> ps = ResourceFormatLoaderText::singleton->load(p_path, p_path, &error);
	ERR_FAIL_COND_V_MSG(!ps.is_valid(), nullptr, "Cannot load scene as text resource from path '" + p_path + "'.");
	Node *scene = ps->instantiate();
	TypedArray<Node> nodes = scene->find_children("*", "MeshInstance3D");
	for (int32_t node_i = 0; node_i < nodes.size(); node_i++) {
		MeshInstance3D *mesh_3d = cast_to<MeshInstance3D>(nodes[node_i]);
		Ref<ImporterMesh> mesh;
		mesh.instantiate();
		
		ImporterMeshInstance3D *importer_mesh_3d = memnew(ImporterMeshInstance3D);
		importer_mesh_3d->set_name(mesh_3d->get_name());
		importer_mesh_3d->set_transform(mesh_3d->get_relative_transform(mesh_3d->get_parent()));
		importer_mesh_3d->set_skin(mesh_3d->get_skin());
		importer_mesh_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
		Ref<ArrayMesh> array_mesh_3d_mesh = mesh_3d->get_mesh();
		if (array_mesh_3d_mesh.is_valid()) {
			
			mesh->set_name(array_mesh_3d_mesh->get_name());
			for (int32_t blend_i = 0; blend_i < array_mesh_3d_mesh->get_blend_shape_count(); blend_i++) {
				mesh->add_blend_shape(array_mesh_3d_mesh->get_blend_shape_name(blend_i));
			}
			for (int32_t surface_i = 0; surface_i < array_mesh_3d_mesh->get_surface_count(); surface_i++) {
				mesh->add_surface(array_mesh_3d_mesh->surface_get_primitive_type(surface_i),
						array_mesh_3d_mesh->surface_get_arrays(surface_i),
						array_mesh_3d_mesh->surface_get_blend_shape_arrays(surface_i),
						array_mesh_3d_mesh->surface_get_lods(surface_i),
						array_mesh_3d_mesh->surface_get_material(surface_i),