### 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)

return;
	}
	if (r_spec_gloss->diffuse_img.is_null()) {
		return;
	}
	if (p_material.is_null()) {
		return;
	}
	bool has_roughness = false;
	bool has_metal = false;
	p_material->set_roughness(1.0f);
	p_material->set_metallic(1.0f);
	Ref<Image> rm_img = Image::create_empty(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), false, Image::FORMAT_RGBA8);
	r_spec_gloss->spec_gloss_img->decompress();
	if (r_spec_gloss->diffuse_img.is_valid()) {
		r_spec_gloss->diffuse_img->decompress();
		r_spec_gloss->diffuse_img->resize(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), Image::INTERPOLATE_LANCZOS);
		r_spec_gloss->spec_gloss_img->resize(r_spec_gloss->diffuse_img->get_width(), r_spec_gloss->diffuse_img->get_height(), Image::INTERPOLATE_LANCZOS);
	}
	for (int32_t y = 0; y < r_spec_gloss->spec_gloss_img->get_height(); y++) {
		for (int32_t x = 0; x < r_spec_gloss->spec_gloss_img->get_width(); x++) {
			const Color specular_pixel = r_spec_gloss->spec_gloss_img->get_pixel(x, y).srgb_to_linear();
			Color specular = Color(specular_pixel.r, specular_pixel.g, specular_pixel.b);
			specular *= r_spec_gloss->specular_factor;
			Color diffuse = Color(1.0f, 1.0f, 1.0f);
			diffuse *= r_spec_gloss->diffuse_img->get_pixel(x, y).srgb_to_linear();
			float metallic = 0.0f;
			Color base_color;
			spec_gloss_to_metal_base_color(specular, diffuse, base_color, metallic);
			Color mr = Color(1.0f, 1.0f, 1.0f);