### 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)

mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
		}
		importer_mesh->add_surface(p_mesh->surface_get_primitive_type(surface_i),
				array, p_mesh->surface_get_blend_shape_arrays(surface_i), p_mesh->surface_get_lods(surface_i), mat,
				mat_name, p_mesh->surface_get_format(surface_i));
	}
	return importer_mesh;
}
Error GLTFDocument::_serialize(Ref<GLTFState> p_state, const String &p_path) {
	if (!p_state->buffers.size()) {
		p_state->buffers.push_back(Vector<uint8_t>());
	}
	
	_convert_mesh_instances(p_state);
	
	Error err = _serialize_cameras(p_state);
	if (err != OK) {
		return Error::FAILED;
	}
	
	err = _serialize_skins(p_state);
	if (err != OK) {
		return Error::FAILED;
	}
	
	err = _serialize_meshes(p_state);
	if (err != OK) {
		return Error::FAILED;
	}