### 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 (property_track_i) {
						track = property_track_i->value;
					}
					track = _convert_animation_track(p_state, track, animation, track_i, node_i);
					gltf_animation->get_tracks()[node_i] = track;
				}
			}
		} else if (!String(orig_track_path).contains(":")) {
			ERR_CONTINUE(!p_animation_player->get_parent());
			Node *godot_node = p_animation_player->get_parent()->get_node_or_null(orig_track_path);
			for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : p_state->scene_nodes) {
				if (scene_node_i.value == godot_node) {
					GLTFNodeIndex node_i = scene_node_i.key;
					HashMap<int, GLTFAnimation::Track>::Iterator node_track_i = gltf_animation->get_tracks().find(node_i);
					GLTFAnimation::Track track;
					if (node_track_i) {
						track = node_track_i->value;
					}
					track = _convert_animation_track(p_state, track, animation, track_i, node_i);
					gltf_animation->get_tracks()[node_i] = track;
					break;
				}
			}
		}
	}
	if (gltf_animation->get_tracks().size()) {
		p_state->animations.push_back(gltf_animation);
	}
}
Error GLTFDocument::_parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file) {