### 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)

{
				Vector<Vector3> a = array[Mesh::ARRAY_VERTEX];
				ERR_FAIL_COND_V(!a.size(), ERR_INVALID_DATA);
				attributes["POSITION"] = _encode_accessor_as_vec3(p_state, a, true);
				vertex_num = a.size();
			}
			{
				Vector<real_t> a = array[Mesh::ARRAY_TANGENT];
				if (a.size()) {
					const int ret_size = a.size() / 4;
					Vector<Color> attribs;
					attribs.resize(ret_size);
					for (int i = 0; i < ret_size; i++) {
						Color out;
						out.r = a[(i * 4) + 0];
						out.g = a[(i * 4) + 1];
						out.b = a[(i * 4) + 2];
						out.a = a[(i * 4) + 3];
						attribs.write[i] = out;
					}
					attributes["TANGENT"] = _encode_accessor_as_color(p_state, attribs, true);
				}
			}
			{
				Vector<Vector3> a = array[Mesh::ARRAY_NORMAL];
				if (a.size()) {
					const int ret_size = a.size();
					Vector<Vector3> attribs;
					attribs.resize(ret_size);
					for (int i = 0; i < ret_size; i++) {