### 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)

Node *owner = p_node->get_owner();
		Node3D *s = Object::cast_to<Node3D>(p_node);
		VehicleWheel3D *bv = memnew(VehicleWheel3D);
		String n = _fixstr(p_node->get_name(), "wheel");
		bv->set_name(n);
		p_node->replace_by(bv);
		p_node->set_name(n);
		bv->add_child(p_node);
		bv->set_owner(owner);
		p_node->set_owner(owner);
		bv->set_transform(s->get_transform());
		s->set_transform(Transform3D());
		p_node = bv;
	} else if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> mesh = mi->get_mesh();
		if (!mesh.is_null()) {
			Vector<Ref<Shape3D>> shapes;
			if (r_collision_map.has(mesh)) {
				shapes = r_collision_map[mesh];
			} else if (_teststr(mesh->get_name(), "col")) {
				_pre_gen_shape_list(mesh, shapes, false);
				r_collision_map[mesh] = shapes;
				mesh->set_name(_fixstr(mesh->get_name(), "col"));
			} else if (_teststr(mesh->get_name(), "convcol")) {
				_pre_gen_shape_list(mesh, shapes, true);
				r_collision_map[mesh] = shapes;
				mesh->set_name(_fixstr(mesh->get_name(), "convcol"));
			} else if (_teststr(mesh->get_name(), "occ")) {