### 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)

mesh = src_mesh_node->get_mesh()->get_mesh();
			}
			if (mesh.is_valid()) {
				mesh_node->set_mesh(mesh);
				for (int i = 0; i < mesh->get_surface_count(); i++) {
					mesh_node->set_surface_override_material(i, src_mesh_node->get_surface_material(i));
				}
			}
		}
		switch (p_light_bake_mode) {
			case LIGHT_BAKE_DISABLED: {
				mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_DISABLED);
			} break;
			case LIGHT_BAKE_DYNAMIC: {
				mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_DYNAMIC);
			} break;
			case LIGHT_BAKE_STATIC:
			case LIGHT_BAKE_STATIC_LIGHTMAPS: {
				mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_STATIC);
			} break;
		}
		p_node->replace_by(mesh_node);
		memdelete(p_node);
		p_node = mesh_node;
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_generate_meshes(p_node->get_child(i), p_mesh_data, p_generate_lods, p_create_shadow_meshes, p_light_bake_mode, p_lightmap_texel_size, p_src_lightmap_cache, r_lightmap_caches);
	}
}
void ResourceImporterScene::_add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes) {