### 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)

int bone_idx = skel->find_bone(bone);
						if (bone_idx == -1) {
							continue;
						}
						
						_ALLOW_DISCARD_ skel->get_bone_pose(bone_idx);
						loc = skel->get_bone_pose_position(bone_idx);
						rot = skel->get_bone_pose_rotation(bone_idx);
						scale = skel->get_bone_pose_scale(bone_idx);
					} else if (n3d) {
						loc = n3d->get_position();
						rot = n3d->get_transform().basis.get_rotation_quaternion();
						scale = n3d->get_scale();
					} else {
						continue;
					}
					
					int insert_at_pos = -1;
					for (int k = 0; k < anim->get_track_count(); k++) {
						NodePath tpath = anim->track_get_path(k);
						if (path == tpath) {
							Animation::TrackType ttype = anim->track_get_type(k);
							if (insert_at_pos == -1) {
								
								if (track_types[j] < ttype) {
									insert_at_pos = k;
									break; 
								} else {
									insert_at_pos = k + 1;
								}