### 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)

new_gltf_node.instantiate();
		new_gltf_node->mesh = mesh_index;
		new_gltf_node->xform = transform;
		new_gltf_node->set_name(_gen_unique_name(p_state, p_multi_mesh_instance->get_name()));
		p_gltf_node->children.push_back(p_state->nodes.size());
		p_state->nodes.push_back(new_gltf_node);
	}
}
void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node) {
	Skeleton3D *skeleton = p_skeleton3d;
	Ref<GLTFSkeleton> gltf_skeleton;
	gltf_skeleton.instantiate();
	
	
	gltf_skeleton->godot_skeleton = skeleton;
	GLTFSkeletonIndex skeleton_i = p_state->skeletons.size();
	p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
	p_state->skeletons.push_back(gltf_skeleton);
	BoneId bone_count = skeleton->get_bone_count();
	for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
		Ref<GLTFNode> joint_node;
		joint_node.instantiate();
		
		
		joint_node->set_name(_gen_unique_name(p_state, skeleton->get_bone_name(bone_i)));
		Transform3D xform = skeleton->get_bone_pose(bone_i);
		joint_node->scale = xform.basis.get_scale();
		joint_node->rotation = xform.basis.get_rotation_quaternion();
		joint_node->position = xform.origin;
		joint_node->joint = true;