### 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 (parent_i >= 0 && p_non_joints.find(parent_i) >= 0 && !p_state->nodes[parent_i]->joint) {
			subtree_set.create_union(parent_i, node_i);
		}
	}
	
	Vector<GLTFNodeIndex> non_joint_subtree_roots;
	subtree_set.get_representatives(non_joint_subtree_roots);
	for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) {
		const GLTFNodeIndex subtree_root = non_joint_subtree_roots[root_i];
		Vector<GLTFNodeIndex> subtree_nodes;
		subtree_set.get_members(subtree_nodes, subtree_root);
		for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
			Ref<GLTFNode> node = p_state->nodes[subtree_nodes[subtree_i]];
			node->joint = true;
			
			p_skeleton->joints.push_back(subtree_nodes[subtree_i]);
		}
	}
	return OK;
}
Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> p_state, const GLTFSkeletonIndex p_skel_i) {
	DisjointSet<GLTFNodeIndex> disjoint_set;
	for (GLTFNodeIndex i = 0; i < p_state->nodes.size(); ++i) {
		const Ref<GLTFNode> node = p_state->nodes[i];
		if (node->skeleton != p_skel_i) {
			continue;
		}
		disjoint_set.insert(i);
		if (node->parent >= 0 && p_state->nodes[node->parent]->skeleton == p_skel_i) {
			disjoint_set.create_union(node->parent, i);