### 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)

ERR_FAIL_INDEX_V(p_state->nodes[node]->mesh, p_state->meshes.size(), ERR_PARSE_ERROR);
				Ref<GLTFMesh> mesh = p_state->meshes[p_state->nodes[node]->mesh];
				ERR_CONTINUE(!mesh->get_blend_weights().size());
				const int wc = mesh->get_blend_weights().size();
				track->weight_tracks.resize(wc);
				const int expected_value_count = times.size() * output_count * wc;
				ERR_CONTINUE_MSG(weights.size() != expected_value_count, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead.");
				const int wlen = weights.size() / wc;
				for (int k = 0; k < wc; k++) { 
					GLTFAnimation::Channel<real_t> cf;
					cf.interpolation = interp;
					cf.times = Variant(times);
					Vector<real_t> wdata;
					wdata.resize(wlen);
					for (int l = 0; l < wlen; l++) {
						wdata.write[l] = weights[l * wc + k];
					}
					cf.values = wdata;
					track->weight_tracks.write[k] = cf;
				}
			} else {
				WARN_PRINT("Invalid path '" + path + "'.");
			}
		}
		p_state->animations.push_back(animation);
	}
	print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
	return OK;
}
void GLTFDocument::_assign_scene_names(Ref<GLTFState> p_state) {