### 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)

if (p_mesh_instance->get_material_override().is_valid()) {
			mat = p_mesh_instance->get_material_override();
		}
		instance_materials.append(mat);
	}
	gltf_mesh->set_instance_materials(instance_materials);
	gltf_mesh->set_mesh(current_mesh);
	gltf_mesh->set_blend_weights(blend_weights);
	GLTFMeshIndex mesh_i = p_state->meshes.size();
	p_state->meshes.push_back(gltf_mesh);
	return mesh_i;
}
ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
	Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
	ERR_FAIL_INDEX_V(gltf_node->mesh, p_state->meshes.size(), nullptr);
	ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
	print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
	p_state->scene_mesh_instances.insert(p_node_index, mi);
	Ref<GLTFMesh> mesh = p_state->meshes.write[gltf_node->mesh];
	if (mesh.is_null()) {
		return mi;
	}
	Ref<ImporterMesh> import_mesh = mesh->get_mesh();
	if (import_mesh.is_null()) {
		return mi;
	}
	mi->set_mesh(import_mesh);
	return mi;
}
Light3D *GLTFDocument::_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {