### 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)

for (GLTFSkeletonIndex skel_i = 0; skel_i < p_state->skeletons.size(); ++skel_i) {
		Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
		Skeleton3D *skeleton = memnew(Skeleton3D);
		gltf_skeleton->godot_skeleton = skeleton;
		p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
		
		skeleton->set_name("Skeleton3D");
		List<GLTFNodeIndex> bones;
		for (int i = 0; i < gltf_skeleton->roots.size(); ++i) {
			bones.push_back(gltf_skeleton->roots[i]);
		}
		
		
		bones.sort();
		while (!bones.is_empty()) {
			const GLTFNodeIndex node_i = bones.front()->get();
			bones.pop_front();
			Ref<GLTFNode> node = p_state->nodes[node_i];
			ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
			{ 
				Vector<GLTFNodeIndex> child_nodes;
				for (int i = 0; i < node->children.size(); ++i) {
					const GLTFNodeIndex child_i = node->children[i];
					if (p_state->nodes[child_i]->skeleton == skel_i) {
						child_nodes.push_back(child_i);