### 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)

p_state->use_khr_texture_transform = true;
				}
				mr["metallicRoughnessTexture"] = mrt;
			}
		}
		d["pbrMetallicRoughness"] = mr;
		if (base_material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
			Dictionary nt;
			Ref<ImageTexture> tex;
			tex.instantiate();
			{
				Ref<Texture2D> normal_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
				if (normal_texture.is_valid()) {
					
					Ref<Image> img = normal_texture->get_image();
					if (img.is_valid()) {
						Ref<ImageTexture> img_tex = img;
						if (img_tex.is_valid()) {
							img = img_tex->get_image();
						}
						img->decompress();
						img->convert(Image::FORMAT_RGBA8);
						img->convert_ra_rgba8_to_rg();
						for (int32_t y = 0; y < img->get_height(); y++) {
							for (int32_t x = 0; x < img->get_width(); x++) {
								Color c = img->get_pixel(x, y);
								Vector2 red_green = Vector2(c.r, c.g);
								red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f);
								float blue = 1.0f - red_green.dot(red_green);
								blue = MAX(0.0f, blue);