### Godot version

4.0.dev.935a6ef46b7c6af4239b6adce41b8198f051b57a

### System information

macOS 13.1

### Issue description

EDIT: Will be fixed by https://github.com/godotengine/godot/pull/72440

The GLTF importer crashes the engine when importing models from a file at runtime.

I have not traced the issue fully yet, but it was introduced sometime in the last 5 days, between d1e5903c67956707948b1de370b807e3aad395b7 and 935a6ef46b7c6af4239b6adce41b8198f051b57a

```
  ================================================================
  handle_crash: Program crashed with signal 11
  Engine version: Godot Engine v4.0.beta.mirror (024c2181d5173f5b4ebf202dd3252b488ec34bc4)
  Dumping the backtrace. Please include this when reporting the bug to the project developer.
  [1] 1   libsystem_platform.dylib            0x00000001854632a4 _sigtramp + 56
  [2] GLTFDocument::_parse_images(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 9080
  [3] GLTFDocument::_parse_gltf_state(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 684
  [4] GLTFDocument::_parse(Ref<GLTFState>, String, Ref<FileAccess>) (in godot.macos.editor.arm64) + 1976
  [5] GLTFDocument::append_from_file(String, Ref<GLTFState>, unsigned int, String) (in godot.macos.editor.arm64) + 780
```

Full stack trace:

<details>

```
  ================================================================
  handle_crash: Program crashed with signal 11
  Engine version: Godot Engine v4.0.beta.mirror (024c2181d5173f5b4ebf202dd3252b488ec34bc4)
  Dumping the backtrace. Please include this when reporting the bug to the project developer.
  [1] 1   libsystem_platform.dylib            0x00000001854632a4 _sigtramp + 56
  [2] GLTFDocument::_parse_images(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 9080
  [3] GLTFDocument::_parse_gltf_state(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 684
  [4] GLTFDocument::_parse(Ref<GLTFState>, String, Ref<FileAccess>) (in godot.macos.editor.arm64) + 1976
  [5] GLTFDocument::append_from_file(String, Ref<GLTFState>, unsigned int, String) (in godot.macos.editor.arm64) + 780
  [6] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
  [7] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
  [8] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
  [9] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (in godot.macos.editor.arm64) + 73812
  [10] Variant::callp(StringName const&, Variant const**, int, Variant&, Callable::CallError&) (in godot.macos.editor.arm64) + 228
  [11] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (in godot.macos.editor.arm64) + 63144
  [12] GDScriptInstance::callp(StringName const&, Variant const**, int, Callable::CallError&) (in godot.macos.editor.arm64) + 348
  [13] Object::callp(StringName const&, Variant const**, int, Callable::CallError&) (in godot.macos.editor.arm64) + 188
  [14] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (in godot.macos.editor.arm64) + 176
  [15] CallableCustomBind::call(Variant const**, int, Variant&, Callable::CallError&) const (in godot.macos.editor.arm64) + 452
  [16] core_bind::Thread::_start_func(void*) (in godot.macos.editor.arm64) + 552
  [17] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (in godot.macos.editor.arm64) + 176
  [18] Thread::~Thread()
  [19] 19  libsystem_pthread.dylib             0x000000018543506c _pthread_start + 148
```

</details>

### Steps to reproduce

Occurs when importing GLTF models at runtime. The same models import correctly when placed in the `res://` folder and imported by the editor. I will try to isolate this to a single model (or maybe it occurs on all? dunno yet).

### Minimal reproduction project

It occurs on my company's project, I will try to reproduce it in a smaller project, but wanted to open this issue ASAP in case someone already has an idea of what would be causing this.
accessor->count = p_attribs.size();
	accessor->type = type;
	accessor->component_type = component_type;
	accessor->byte_offset = 0;
	Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
	if (err != OK) {
		return -1;
	}
	accessor->buffer_view = buffer_view_i;
	p_state->accessors.push_back(accessor);
	return p_state->accessors.size() - 1;
}
Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
	const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
	Vector<Vector2> ret;
	if (attribs.size() == 0) {
		return ret;
	}
	ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
	const double *attribs_ptr = attribs.ptr();
	const int ret_size = attribs.size() / 2;
	ret.resize(ret_size);
	{
		for (int i = 0; i < ret_size; i++) {
			ret.write[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]);
		}
	}
	return ret;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> p_state, const Vector<real_t> p_attribs, const bool p_for_vertex) {