### 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)

Array cells = p_grid_map->get_used_cells();
	for (int32_t k = 0; k < cells.size(); k++) {
		GLTFNode *new_gltf_node = memnew(GLTFNode);
		p_gltf_node->children.push_back(p_state->nodes.size());
		p_state->nodes.push_back(new_gltf_node);
		Vector3 cell_location = cells[k];
		int32_t cell = p_grid_map->get_cell_item(
				Vector3(cell_location.x, cell_location.y, cell_location.z));
		Transform3D cell_xform;
		cell_xform.basis = p_grid_map->get_basis_with_orthogonal_index(
				p_grid_map->get_cell_item_orientation(
						Vector3(cell_location.x, cell_location.y, cell_location.z)));
		cell_xform.basis.scale(Vector3(p_grid_map->get_cell_scale(),
				p_grid_map->get_cell_scale(),
				p_grid_map->get_cell_scale()));
		cell_xform.set_origin(p_grid_map->map_to_local(
				Vector3(cell_location.x, cell_location.y, cell_location.z)));
		Ref<GLTFMesh> gltf_mesh;
		gltf_mesh.instantiate();
		gltf_mesh->set_mesh(_mesh_to_importer_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell)));
		new_gltf_node->mesh = p_state->meshes.size();
		p_state->meshes.push_back(gltf_mesh);
		new_gltf_node->xform = cell_xform * p_grid_map->get_transform();
		new_gltf_node->set_name(_gen_unique_name(p_state, p_grid_map->get_mesh_library()->get_item_name(cell)));
	}
}
#endif 
void GLTFDocument::_convert_multi_mesh_instance_to_gltf(