### 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)

const int surf_count = p_mesh->get_surface_count();
	const int blendshape_count = p_mesh->get_blend_shape_count();
	struct LocalSurfData {
		Mesh::PrimitiveType prim = {};
		Array arr;
		Array bsarr;
		Dictionary lods;
		String name;
		Ref<Material> mat;
		int fmt_compress_flags = 0;
	};
	Vector<LocalSurfData> surf_data_by_mesh;
	Vector<String> blendshape_names;
	for (int bsidx = 0; bsidx < blendshape_count; bsidx++) {
		blendshape_names.append(p_mesh->get_blend_shape_name(bsidx));
	}
	for (int surf_idx = 0; surf_idx < surf_count; surf_idx++) {
		Mesh::PrimitiveType prim = p_mesh->get_surface_primitive_type(surf_idx);
		const int fmt_compress_flags = p_mesh->get_surface_format(surf_idx);
		Array arr = p_mesh->get_surface_arrays(surf_idx);
		String name = p_mesh->get_surface_name(surf_idx);
		Dictionary lods;
		Ref<Material> mat = p_mesh->get_surface_material(surf_idx);
		{
			Vector<Vector3> vertex_array = arr[ArrayMesh::ARRAY_VERTEX];
			for (int vert_arr_i = 0; vert_arr_i < vertex_array.size(); vert_arr_i++) {
				vertex_array.write[vert_arr_i] = vertex_array[vert_arr_i] * p_scale;
			}