### 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)

for (int i = 0; i < track.weight_tracks.size(); i++) {
			ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= p_state->meshes.size());
			Ref<GLTFMesh> mesh = p_state->meshes[gltf_node->mesh];
			ERR_CONTINUE(mesh.is_null());
			ERR_CONTINUE(mesh->get_mesh().is_null());
			ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
			const String blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
			const int track_idx = animation->get_track_count();
			animation->add_track(Animation::TYPE_BLEND_SHAPE);
			animation->track_set_path(track_idx, blend_path);
			animation->track_set_imported(track_idx, true); 
			
			
			GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation;
			if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) {
				animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR);
				for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
					const float t = track.weight_tracks[i].times[j];
					const float attribs = track.weight_tracks[i].values[j];
					animation->blend_shape_track_insert_key(track_idx, t, attribs);
				}
			} else {
				
				const double increment = 1.0 / p_bake_fps;
				double time = 0.0;
				bool last = false;
				while (true) {
					real_t blend = _interpolate_track<real_t>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
					animation->blend_shape_track_insert_key(track_idx, time - anim_start, blend);
					if (last) {