### 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)

GLTFTextureIndex gltf_texture_index = -1;
			if (emission_texture.is_valid() && emission_texture->get_image().is_valid()) {
				emission_texture->set_name(material->get_name() + "_emission");
				gltf_texture_index = _set_texture(p_state, emission_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
			}
			if (gltf_texture_index != -1) {
				et["index"] = gltf_texture_index;
				d["emissiveTexture"] = et;
			}
		}
		const bool ds = base_material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED;
		if (ds) {
			d["doubleSided"] = ds;
		}
		if (base_material->get_transparency() == BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR) {
			d["alphaMode"] = "MASK";
			d["alphaCutoff"] = base_material->get_alpha_scissor_threshold();
		} else if (base_material->get_transparency() != BaseMaterial3D::TRANSPARENCY_DISABLED) {
			d["alphaMode"] = "BLEND";
		}
		materials.push_back(d);
	}
	if (!materials.size()) {
		return OK;
	}
	p_state->json["materials"] = materials;
	print_verbose("Total materials: " + itos(p_state->materials.size()));
	return OK;
}
Error GLTFDocument::_parse_materials(Ref<GLTFState> p_state) {