### 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)

continue;
		} else if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) {
			if (p_state->base_path.is_empty()) {
				p_state->images.push_back(Ref<Texture2D>());
				p_state->source_images.push_back(Ref<Image>());
			} else if (img->get_name().is_empty()) {
				WARN_PRINT(vformat("glTF: Image index '%d' couldn't be named. Skipping it.", i));
				p_state->images.push_back(Ref<Texture2D>());
				p_state->source_images.push_back(Ref<Image>());
			} else {
				String file_path = p_state->get_base_path() + "/" + p_state->filename.get_basename() + "_" + img->get_name() + ".png";
				Ref<ConfigFile> config;
				config.instantiate();
				if (FileAccess::exists(file_path + ".import")) {
					config->load(file_path + ".import");
				}
				config->set_value("remap", "importer", "texture");
				config->set_value("remap", "type", "Texture2D");
				if (!config->has_section_key("params", "compress/mode")) {
					config->set_value("remap", "compress/mode", 2); 
				}
				if (!config->has_section_key("params", "mipmaps/generate")) {
					config->set_value("params", "mipmaps/generate", true);
				}
				Error err = OK;
				err = config->save(file_path + ".import");
				ERR_FAIL_COND_V(err != OK, err);
				img->save_png(file_path);
				ERR_FAIL_COND_V(err != OK, err);
				ResourceLoader::import(file_path);