### 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)

Dictionary sgm = pbr_spec_gloss_extensions["KHR_materials_pbrSpecularGlossiness"];
			Ref<GLTFSpecGloss> spec_gloss;
			spec_gloss.instantiate();
			if (sgm.has("diffuseTexture")) {
				const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"];
				if (diffuse_texture_dict.has("index")) {
					Ref<GLTFTextureSampler> diffuse_sampler = _get_sampler_for_texture(p_state, diffuse_texture_dict["index"]);
					if (diffuse_sampler.is_valid()) {
						material->set_texture_filter(diffuse_sampler->get_filter_mode());
						material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, diffuse_sampler->get_wrap_mode());
					}
					Ref<Texture2D> diffuse_texture = _get_texture(p_state, diffuse_texture_dict["index"], TEXTURE_TYPE_GENERIC);
					if (diffuse_texture.is_valid()) {
						spec_gloss->diffuse_img = diffuse_texture->get_image();
						material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_texture);
					}
				}
			}
			if (sgm.has("diffuseFactor")) {
				const Array &arr = sgm["diffuseFactor"];
				ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
				const Color c = Color(arr[0], arr[1], arr[2], arr[3]).linear_to_srgb();
				spec_gloss->diffuse_factor = c;
				material->set_albedo(spec_gloss->diffuse_factor);
			}
			if (sgm.has("specularFactor")) {
				const Array &arr = sgm["specularFactor"];
				ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
				spec_gloss->specular_factor = Color(arr[0], arr[1], arr[2]);
			}