### 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_copy = blend_surface_tool->commit_to_arrays();
					
					for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
						if (!(Mesh::ARRAY_FORMAT_BLEND_SHAPE_MASK & (1 << l))) {
							array_copy[l] = Variant();
						}
					}
					morphs.push_back(array_copy);
				}
			}
			Ref<Material> mat;
			String mat_name;
			if (!p_state->discard_meshes_and_materials) {
				if (p.has("material")) {
					const int material = p["material"];
					ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT);
					Ref<Material> mat3d = p_state->materials[material];
					ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT);
					Ref<BaseMaterial3D> base_material = mat3d;
					if (has_vertex_color && base_material.is_valid()) {
						base_material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
					}
					mat = mat3d;
				} else {
					Ref<StandardMaterial3D> mat3d;
					mat3d.instantiate();
					if (has_vertex_color) {
						mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
					}