### 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)

Ref<Texture2D> metallic_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
			BaseMaterial3D::TextureChannel metalness_channel = base_material->get_metallic_texture_channel();
			Ref<Texture2D> ao_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
			BaseMaterial3D::TextureChannel ao_channel = base_material->get_ao_texture_channel();
			Ref<ImageTexture> orm_texture;
			orm_texture.instantiate();
			Ref<Image> orm_image;
			orm_image.instantiate();
			int32_t height = 0;
			int32_t width = 0;
			Ref<Image> ao_image;
			if (has_ao) {
				height = ao_texture->get_height();
				width = ao_texture->get_width();
				ao_image = ao_texture->get_image();
				Ref<ImageTexture> img_tex = ao_image;
				if (img_tex.is_valid()) {
					ao_image = img_tex->get_image();
				}
				if (ao_image->is_compressed()) {
					ao_image->decompress();
				}
			}
			Ref<Image> roughness_image;
			if (has_roughness) {
				height = roughness_texture->get_height();
				width = roughness_texture->get_width();
				roughness_image = roughness_texture->get_image();
				Ref<ImageTexture> img_tex = roughness_image;
				if (img_tex.is_valid()) {