### 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)

return p_values[p_times.size() - 1];
			}
			return p_values[idx];
		} break;
		case GLTFAnimation::INTERP_CATMULLROMSPLINE: {
			if (idx == -1) {
				return p_values[1];
			} else if (idx >= p_times.size() - 1) {
				return p_values[1 + p_times.size() - 1];
			}
			const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
			return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
		} break;
		case GLTFAnimation::INTERP_CUBIC_SPLINE: {
			if (idx == -1) {
				return p_values[1];
			} else if (idx >= p_times.size() - 1) {
				return p_values[(p_times.size() - 1) * 3 + 1];
			}
			const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
			const T from = p_values[idx * 3 + 1];
			const T c1 = from + p_values[idx * 3 + 2];
			const T to = p_values[idx * 3 + 4];
			const T c2 = to + p_values[idx * 3 + 3];
			return interp.bezier(from, c1, c2, to, c);
		} break;
	}
	ERR_FAIL_V(p_values[0]);
}
void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks) {