### 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)

material_name = mat->get_name();
		}
		Array blend_arrays;
		if (array_mesh.is_valid()) {
			blend_arrays = array_mesh->surface_get_blend_shape_arrays(surface_i);
		}
		importer_mesh->add_surface(mesh->surface_get_primitive_type(surface_i), mesh->surface_get_arrays(surface_i),
				blend_arrays, mesh->surface_get_lods(surface_i), mat, material_name, mesh->surface_get_format(surface_i));
	}
	gltf_mesh->set_mesh(importer_mesh);
	GLTFMeshIndex mesh_index = p_state->meshes.size();
	p_state->meshes.push_back(gltf_mesh);
	for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
			instance_i++) {
		Transform3D transform;
		if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) {
			Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i);
			transform.origin =
					Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y);
			real_t rotation = xform_2d.get_rotation();
			Quaternion quaternion(Vector3(0, 1, 0), rotation);
			Size2 scale = xform_2d.get_scale();
			transform.basis.set_quaternion_scale(quaternion,
					Vector3(scale.x, 0, scale.y));
			transform = p_multi_mesh_instance->get_transform() * transform;
		} else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) {
			transform = p_multi_mesh_instance->get_transform() *
					multi_mesh->get_instance_transform(instance_i);
		}
		Ref<GLTFNode> new_gltf_node;