### 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)

Color weight_1;
						weight_1.r = a[vertex_i * weights_8_count + 4];
						weight_1.g = a[vertex_i * weights_8_count + 5];
						weight_1.b = a[vertex_i * weights_8_count + 6];
						weight_1.a = a[vertex_i * weights_8_count + 7];
						weights_1.write[vertex_i] = weight_1;
					}
					attributes["WEIGHTS_0"] = _encode_accessor_as_weights(p_state, weights_0, true);
					attributes["WEIGHTS_1"] = _encode_accessor_as_weights(p_state, weights_1, true);
				}
			}
			{
				Vector<int32_t> mesh_indices = array[Mesh::ARRAY_INDEX];
				if (mesh_indices.size()) {
					if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
						
						const int is = mesh_indices.size();
						for (int k = 0; k < is; k += 3) {
							SWAP(mesh_indices.write[k + 0], mesh_indices.write[k + 2]);
						}
					}
					primitive["indices"] = _encode_accessor_as_ints(p_state, mesh_indices, true);
				} else {
					if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
						
						const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
						Ref<SurfaceTool> st;
						st.instantiate();
						st->create_from_triangle_arrays(array);
						st->index();