### 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)

p_track.scale_track.values.write[key_i] = scale_track;
			}
		}
	} else if (track_type == Animation::TYPE_BEZIER) {
		if (path.contains("/scale")) {
			const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS;
			if (!p_track.scale_track.times.size()) {
				Vector<real_t> new_times;
				new_times.resize(keys);
				for (int32_t key_i = 0; key_i < keys; key_i++) {
					new_times.write[key_i] = key_i / BAKE_FPS;
				}
				p_track.scale_track.times = new_times;
				p_track.scale_track.interpolation = gltf_interpolation;
				p_track.scale_track.values.resize(keys);
				for (int32_t key_i = 0; key_i < keys; key_i++) {
					p_track.scale_track.values.write[key_i] = Vector3(1.0f, 1.0f, 1.0f);
				}
				p_track.scale_track.interpolation = gltf_interpolation;
			}
			for (int32_t key_i = 0; key_i < keys; key_i++) {
				Vector3 bezier_track = p_track.scale_track.values[key_i];
				if (path.contains("/scale:x")) {
					bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
				} else if (path.contains("/scale:y")) {
					bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
				} else if (path.contains("/scale:z")) {
					bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
				}
				p_track.scale_track.values.write[key_i] = bezier_track;