### 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)

int max_idx = tangents_v3.size();
							int size4 = src_tangents.size();
							tangents_v4.resize(size4);
							float *w4 = tangents_v4.ptrw();
							const Vector3 *r3 = tangents_v3.ptr();
							const float *r4 = src_tangents.ptr();
							for (int l = 0; l < size4 / 4; l++) {
								if (l < max_idx) {
									w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
									w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
									w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
								} else {
									w4[l * 4 + 0] = r4[l * 4 + 0];
									w4[l * 4 + 1] = r4[l * 4 + 1];
									w4[l * 4 + 2] = r4[l * 4 + 2];
								}
								w4[l * 4 + 3] = r4[l * 4 + 3]; 
							}
						}
						array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
					}
					Ref<SurfaceTool> blend_surface_tool;
					blend_surface_tool.instantiate();
					blend_surface_tool->create_from_triangle_arrays(array_copy);
					if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
						blend_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
					}
					blend_surface_tool->index();
					if (generate_tangents) {
						blend_surface_tool->generate_tangents();