### 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_mesh_3d_mesh->surface_get_name(surface_i),
						array_mesh_3d_mesh->surface_get_format(surface_i));
			}
			mesh->set_blend_shape_mode(array_mesh_3d_mesh->get_blend_shape_mode());
			importer_mesh_3d->set_mesh(mesh);
			mesh_3d->replace_by(importer_mesh_3d);
			continue;
		}
		Ref<Mesh> mesh_3d_mesh = mesh_3d->get_mesh();
		if (mesh_3d_mesh.is_valid()) {
			
			mesh->set_name(mesh_3d_mesh->get_name());
			for (int32_t surface_i = 0; surface_i < mesh_3d_mesh->get_surface_count(); surface_i++) {
				mesh->add_surface(mesh_3d_mesh->surface_get_primitive_type(surface_i),
						mesh_3d_mesh->surface_get_arrays(surface_i),
						Array(),
						mesh_3d_mesh->surface_get_lods(surface_i),
						mesh_3d_mesh->surface_get_material(surface_i),
						mesh_3d_mesh->surface_get_material(surface_i).is_valid() ? mesh_3d_mesh->surface_get_material(surface_i)->get_name() : String(),
						mesh_3d_mesh->surface_get_format(surface_i));
			}
			importer_mesh_3d->set_mesh(mesh);
			mesh_3d->replace_by(importer_mesh_3d);
			continue;
		}
	}
	ERR_FAIL_COND_V(!scene, nullptr);
	return scene;
}