### 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)

}
	
	if (!current_node) {
		if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
			current_node = _generate_spatial(p_state, node_index);
			Node3D *mesh_inst = _generate_mesh_instance(p_state, node_index);
			mesh_inst->set_name(gltf_node->get_name());
			current_node->add_child(mesh_inst, true);
		} else if (gltf_node->mesh >= 0) {
			current_node = _generate_mesh_instance(p_state, node_index);
		} else if (gltf_node->camera >= 0) {
			current_node = _generate_camera(p_state, node_index);
		} else if (gltf_node->light >= 0) {
			current_node = _generate_light(p_state, node_index);
		} else {
			current_node = _generate_spatial(p_state, node_index);
		}
	}
	
	scene_parent->add_child(current_node, true);
	if (current_node != scene_root) {
		Array args;
		args.append(scene_root);
		current_node->propagate_call(StringName("set_owner"), args);
	}
	current_node->set_transform(gltf_node->xform);
	current_node->set_name(gltf_node->get_name());
	p_state->scene_nodes.insert(node_index, current_node);
	for (int i = 0; i < gltf_node->children.size(); ++i) {
		_generate_scene_node(p_state, current_node, scene_root, gltf_node->children[i]);