### 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)

bool is_default = true; 
				if (p_remove_immutable_tracks) {
					Vector3 base_scale = p_state->nodes[track_i.key]->scale;
					for (int i = 0; i < track.scale_track.times.size(); i++) {
						Vector3 value = track.scale_track.values[track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i];
						if (!value.is_equal_approx(base_scale)) {
							is_default = false;
							break;
						}
					}
				}
				if (!p_remove_immutable_tracks || !is_default) {
					scale_idx = base_idx;
					animation->add_track(Animation::TYPE_SCALE_3D);
					animation->track_set_path(scale_idx, transform_node_path);
					animation->track_set_imported(scale_idx, true); 
					base_idx++;
				}
			}
			const double increment = 1.0 / p_bake_fps;
			double time = anim_start;
			Vector3 base_pos;
			Quaternion base_rot;
			Vector3 base_scale = Vector3(1, 1, 1);
			if (rotation_idx == -1) {
				base_rot = p_state->nodes[track_i.key]->rotation.normalized();
			}
			if (position_idx == -1) {
				base_pos = p_state->nodes[track_i.key]->position;
			}