### 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)

Vector3 s;
					anim->scale_track_interpolate(j, from, &s);
					new_anim->scale_track_insert_key(dtrack, 0, s);
					anim->scale_track_interpolate(j, to, &s);
					new_anim->scale_track_insert_key(dtrack, to - from, s);
				} else if (anim->track_get_type(j) == Animation::TYPE_VALUE) {
					Variant var = anim->value_track_interpolate(j, from);
					new_anim->track_insert_key(dtrack, 0, var);
					Variant to_var = anim->value_track_interpolate(j, to);
					new_anim->track_insert_key(dtrack, to - from, to_var);
				} else if (anim->track_get_type(j) == Animation::TYPE_BLEND_SHAPE) {
					float interp;
					anim->blend_shape_track_interpolate(j, from, &interp);
					new_anim->blend_shape_track_insert_key(dtrack, 0, interp);
					anim->blend_shape_track_interpolate(j, to, &interp);
					new_anim->blend_shape_track_insert_key(dtrack, to - from, interp);
				}
			}
		}
		new_anim->set_loop_mode(loop_mode);
		new_anim->set_length(to - from);
		al->add_animation(name, new_anim);
		Ref<Animation> saved_anim = _save_animation_to_file(new_anim, save_to_file, save_to_path, keep_current);
		if (saved_anim != new_anim) {
			al->add_animation(name, saved_anim);
		}
	}
	al->remove_animation(ap->find_animation(anim)); 
}
void ResourceImporterScene::_optimize_animations(AnimationPlayer *anim, float p_max_vel_error, float p_max_ang_error, int p_prc_error) {