### 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)

int end_frame = anim_settings["slice_" + itos(i + 1) + "/end_frame"];
					Animation::LoopMode loop_mode = static_cast<Animation::LoopMode>((int)anim_settings["slice_" + itos(i + 1) + "/loop_mode"]);
					bool save_to_file = anim_settings["slice_" + itos(i + 1) + "/save_to_file/enabled"];
					bool save_to_path = anim_settings["slice_" + itos(i + 1) + "/save_to_file/path"];
					bool save_to_file_keep_custom = anim_settings["slice_" + itos(i + 1) + "/save_to_file/keep_custom_tracks"];
					animation_slices.push_back(slice_name);
					animation_slices.push_back(from_frame / p_animation_fps);
					animation_slices.push_back(end_frame / p_animation_fps);
					animation_slices.push_back(loop_mode);
					animation_slices.push_back(save_to_file);
					animation_slices.push_back(save_to_path);
					animation_slices.push_back(save_to_file_keep_custom);
				}
			}
			if (animation_slices.size() > 0) {
				_create_slices(ap, anim, animation_slices, true);
			}
		}
		AnimationImportTracks import_tracks_mode[TRACK_CHANNEL_MAX] = {
			AnimationImportTracks(int(node_settings["import_tracks/position"])),
			AnimationImportTracks(int(node_settings["import_tracks/rotation"])),
			AnimationImportTracks(int(node_settings["import_tracks/scale"]))
		};
		if (anims.size() > 1 && (import_tracks_mode[0] != ANIMATION_IMPORT_TRACKS_IF_PRESENT || import_tracks_mode[1] != ANIMATION_IMPORT_TRACKS_IF_PRESENT || import_tracks_mode[2] != ANIMATION_IMPORT_TRACKS_IF_PRESENT)) {
			_optimize_track_usage(ap, import_tracks_mode);
		}
	}
	return p_node;
}
Node *ResourceImporterScene::_post_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps) {