### 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)

int32_t vertex_num = 0;
			if (a.has("POSITION")) {
				PackedVector3Array vertices = _decode_accessor_as_vec3(p_state, a["POSITION"], true);
				array[Mesh::ARRAY_VERTEX] = vertices;
				vertex_num = vertices.size();
			}
			if (a.has("NORMAL")) {
				array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(p_state, a["NORMAL"], true);
			}
			if (a.has("TANGENT")) {
				array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(p_state, a["TANGENT"], true);
			}
			if (a.has("TEXCOORD_0")) {
				array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_0"], true);
			}
			if (a.has("TEXCOORD_1")) {
				array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_1"], true);
			}
			for (int custom_i = 0; custom_i < 3; custom_i++) {
				Vector<float> cur_custom;
				Vector<Vector2> texcoord_first;
				Vector<Vector2> texcoord_second;
				int texcoord_i = 2 + 2 * custom_i;
				String gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
				int num_channels = 0;
				if (a.has(gltf_texcoord_key)) {
					texcoord_first = _decode_accessor_as_vec2(p_state, a[gltf_texcoord_key], true);
					num_channels = 2;
				}
				gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);