### 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)

ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
	ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
	ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
	ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
	ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
	ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
	ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
	ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
	ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
	ClassDB::bind_method(D_METHOD("get_base_path"), &GLTFState::get_base_path);
	ClassDB::bind_method(D_METHOD("set_base_path", "base_path"), &GLTFState::set_base_path);
	ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
	ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
	ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
	ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
	ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers);
	ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers);
	ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
	ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
	ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
	ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
	ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
	ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
	ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
	ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
	ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
	ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
	ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
	ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
	ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);