### 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)

String interp = "LINEAR";
	if (p_interp == GLTFAnimation::INTERP_STEP) {
		interp = "STEP";
	} else if (p_interp == GLTFAnimation::INTERP_LINEAR) {
		interp = "LINEAR";
	} else if (p_interp == GLTFAnimation::INTERP_CATMULLROMSPLINE) {
		interp = "CATMULLROMSPLINE";
	} else if (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE) {
		interp = "CUBICSPLINE";
	}
	return interp;
}
Error GLTFDocument::_serialize_animations(Ref<GLTFState> p_state) {
	if (!p_state->animation_players.size()) {
		return OK;
	}
	for (int32_t player_i = 0; player_i < p_state->animation_players.size(); player_i++) {
		List<StringName> animation_names;
		AnimationPlayer *animation_player = p_state->animation_players[player_i];
		animation_player->get_animation_list(&animation_names);
		if (animation_names.size()) {
			for (int animation_name_i = 0; animation_name_i < animation_names.size(); animation_name_i++) {
				_convert_animation(p_state, animation_player, animation_names[animation_name_i]);
			}