### 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)

void set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers);
	TypedArray<Texture2D> get_images();
	void set_images(TypedArray<Texture2D> p_images);
	TypedArray<GLTFSkin> get_skins();
	void set_skins(TypedArray<GLTFSkin> p_skins);
	TypedArray<GLTFCamera> get_cameras();
	void set_cameras(TypedArray<GLTFCamera> p_cameras);
	TypedArray<GLTFLight> get_lights();
	void set_lights(TypedArray<GLTFLight> p_lights);
	TypedArray<String> get_unique_names();
	void set_unique_names(TypedArray<String> p_unique_names);
	TypedArray<String> get_unique_animation_names();
	void set_unique_animation_names(TypedArray<String> p_unique_names);
	TypedArray<GLTFSkeleton> get_skeletons();
	void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
	Dictionary get_skeleton_to_node();
	void set_skeleton_to_node(Dictionary p_skeleton_to_node);
	bool get_create_animations();
	void set_create_animations(bool p_create_animations);
	TypedArray<GLTFAnimation> get_animations();
	void set_animations(TypedArray<GLTFAnimation> p_animations);
	Node *get_scene_node(GLTFNodeIndex idx);
	ImporterMeshInstance3D *get_scene_mesh_instance(GLTFNodeIndex idx);
	int get_animation_players_count(int idx);
	AnimationPlayer *get_animation_player(int idx);
	Variant get_additional_data(const StringName &p_extension_name);
	void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
};
#endif