### 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)

case MESH_PHYSICS_RIGID_BODY_AND_MESH: {
								RigidBody3D *rigid_body = memnew(RigidBody3D);
								rigid_body->set_name(p_node->get_name());
								p_node->replace_by(rigid_body);
								rigid_body->set_transform(mi->get_transform() * get_collision_shapes_transform(node_settings));
								rigid_body->set_position(p_applied_root_scale * rigid_body->get_position());
								p_node = rigid_body;
								mi->set_transform(Transform3D());
								rigid_body->add_child(mi, true);
								mi->set_owner(rigid_body->get_owner());
								base = rigid_body;
							} break;
							case MESH_PHYSICS_STATIC_COLLIDER_ONLY: {
								StaticBody3D *col = memnew(StaticBody3D);
								col->set_transform(mi->get_transform() * get_collision_shapes_transform(node_settings));
								col->set_position(p_applied_root_scale * col->get_position());
								col->set_name(p_node->get_name());
								p_node->replace_by(col);
								memdelete(p_node);
								p_node = col;
								base = col;
							} break;
							case MESH_PHYSICS_AREA_ONLY: {
								Area3D *area = memnew(Area3D);
								area->set_transform(mi->get_transform() * get_collision_shapes_transform(node_settings));
								area->set_position(p_applied_root_scale * area->get_position());
								area->set_name(p_node->get_name());
								p_node->replace_by(area);
								memdelete(p_node);
								p_node = area;