### 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)

Array nodes;
	for (int i = 0; i < p_state->nodes.size(); i++) {
		Dictionary node;
		Ref<GLTFNode> gltf_node = p_state->nodes[i];
		Dictionary extensions;
		node["extensions"] = extensions;
		if (!gltf_node->get_name().is_empty()) {
			node["name"] = gltf_node->get_name();
		}
		if (gltf_node->camera != -1) {
			node["camera"] = gltf_node->camera;
		}
		if (gltf_node->light != -1) {
			Dictionary lights_punctual;
			extensions["KHR_lights_punctual"] = lights_punctual;
			lights_punctual["light"] = gltf_node->light;
		}
		if (gltf_node->mesh != -1) {
			node["mesh"] = gltf_node->mesh;
		}
		if (gltf_node->skin != -1) {
			node["skin"] = gltf_node->skin;
		}
		if (gltf_node->skeleton != -1 && gltf_node->skin < 0) {
		}
		if (gltf_node->xform != Transform3D()) {