### 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)

}
				}
				
				child_nodes.sort();
				for (int i = child_nodes.size() - 1; i >= 0; --i) {
					bones.push_front(child_nodes[i]);
				}
			}
			const int bone_index = skeleton->get_bone_count();
			if (node->get_name().is_empty()) {
				node->set_name("bone");
			}
			node->set_name(_gen_unique_bone_name(p_state, skel_i, node->get_name()));
			skeleton->add_bone(node->get_name());
			skeleton->set_bone_rest(bone_index, node->xform);
			skeleton->set_bone_pose_position(bone_index, node->position);
			skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized());
			skeleton->set_bone_pose_scale(bone_index, node->scale);
			if (node->parent >= 0 && p_state->nodes[node->parent]->skeleton == skel_i) {
				const int bone_parent = skeleton->find_bone(p_state->nodes[node->parent]->get_name());
				ERR_FAIL_COND_V(bone_parent < 0, FAILED);
				skeleton->set_bone_parent(bone_index, skeleton->find_bone(p_state->nodes[node->parent]->get_name()));
			}
			p_state->scene_nodes.insert(node_i, skeleton);
		}
	}
	ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(p_state), ERR_PARSE_ERROR);
	return OK;
}
Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state) {