### 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)

} else {
		if (bool(p_options["animation/import"])) {
			import_flags |= EditorSceneFormatImporter::IMPORT_ANIMATION;
		}
	}
	if (bool(p_options["skins/use_named_skins"])) {
		import_flags |= EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
	}
	bool ensure_tangents = p_options["meshes/ensure_tangents"];
	if (ensure_tangents) {
		import_flags |= EditorSceneFormatImporter::IMPORT_GENERATE_TANGENT_ARRAYS;
	}
	Error err = OK;
	List<String> missing_deps; 
	Node *scene = importer->import_scene(src_path, import_flags, p_options, &missing_deps, &err);
	if (!scene || err != OK) {
		return err;
	}
	bool apply_root = true;
	if (p_options.has("nodes/apply_root_scale")) {
		apply_root = p_options["nodes/apply_root_scale"];
	}
	real_t root_scale = 1;
	if (p_options.has("nodes/root_scale")) {
		root_scale = p_options["nodes/root_scale"];
	}
	if (Object::cast_to<Node3D>(scene)) {
		Object::cast_to<Node3D>(scene)->scale(Vector3(root_scale, root_scale, root_scale));
	}
	if (apply_root) {