### 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)

MultiMeshInstance3D *p_multi_mesh_instance,
		GLTFNodeIndex p_parent_node_index,
		GLTFNodeIndex p_root_node_index,
		Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state) {
	ERR_FAIL_COND(!p_multi_mesh_instance);
	Ref<MultiMesh> multi_mesh = p_multi_mesh_instance->get_multimesh();
	if (multi_mesh.is_null()) {
		return;
	}
	Ref<GLTFMesh> gltf_mesh;
	gltf_mesh.instantiate();
	Ref<Mesh> mesh = multi_mesh->get_mesh();
	if (mesh.is_null()) {
		return;
	}
	gltf_mesh->set_name(multi_mesh->get_name());
	Ref<ImporterMesh> importer_mesh;
	importer_mesh.instantiate();
	Ref<ArrayMesh> array_mesh = multi_mesh->get_mesh();
	if (array_mesh.is_valid()) {
		importer_mesh->set_blend_shape_mode(array_mesh->get_blend_shape_mode());
		for (int32_t blend_i = 0; blend_i < array_mesh->get_blend_shape_count(); blend_i++) {
			importer_mesh->add_blend_shape(array_mesh->get_blend_shape_name(blend_i));
		}
	}
	for (int32_t surface_i = 0; surface_i < mesh->get_surface_count(); surface_i++) {
		Ref<Material> mat = mesh->surface_get_material(surface_i);
		String material_name;
		if (mat.is_valid()) {