### 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)

Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
	Ref<GLTFNode> bone_node = p_state->nodes[p_bone_index];
	BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D);
	print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
	ERR_FAIL_COND_V(!bone_node->joint, nullptr);
	bone_attachment->set_bone_name(bone_node->get_name());
	return bone_attachment;
}
GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> p_state, MeshInstance3D *p_mesh_instance) {
	ERR_FAIL_NULL_V(p_mesh_instance, -1);
	if (p_mesh_instance->get_mesh().is_null()) {
		return -1;
	}
	Ref<Mesh> import_mesh = p_mesh_instance->get_mesh();
	Ref<ImporterMesh> current_mesh = _mesh_to_importer_mesh(import_mesh);
	Vector<float> blend_weights;
	int32_t blend_count = import_mesh->get_blend_shape_count();
	blend_weights.resize(blend_count);
	for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) {
		blend_weights.write[blend_i] = 0.0f;
	}
	Ref<GLTFMesh> gltf_mesh;
	gltf_mesh.instantiate();
	TypedArray<Material> instance_materials;
	for (int32_t surface_i = 0; surface_i < current_mesh->get_surface_count(); surface_i++) {
		Ref<Material> mat = current_mesh->get_surface_material(surface_i);
		if (p_mesh_instance->get_surface_override_material(surface_i).is_valid()) {
			mat = p_mesh_instance->get_surface_override_material(surface_i);
		}