### 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)

String shape_name = mesh->get_blend_shape_name(shape_i);
					NodePath shape_path = String(path) + ":" + shape_name;
					int32_t shape_track_i = animation->find_track(shape_path, Animation::TYPE_BLEND_SHAPE);
					if (shape_track_i == -1) {
						GLTFAnimation::Channel<real_t> weight;
						weight.interpolation = GLTFAnimation::INTERP_LINEAR;
						weight.times.push_back(0.0f);
						weight.times.push_back(0.0f);
						weight.values.push_back(0.0f);
						weight.values.push_back(0.0f);
						track.weight_tracks.push_back(weight);
						continue;
					}
					Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
					GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
					if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
						gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
					} else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
						gltf_interpolation = GLTFAnimation::INTERP_STEP;
					} else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
						gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
					}
					int32_t key_count = animation->track_get_key_count(shape_track_i);
					GLTFAnimation::Channel<real_t> weight;
					weight.interpolation = gltf_interpolation;
					weight.times.resize(key_count);
					for (int32_t time_i = 0; time_i < key_count; time_i++) {
						weight.times.write[time_i] = animation->track_get_key_time(shape_track_i, time_i);
					}
					weight.values.resize(key_count);