### 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)

}
	progress.step(TTR("Saving..."), 104);
	if (animation_importer) {
		Ref<AnimationLibrary> library;
		for (int i = 0; i < scene->get_child_count(); i++) {
			AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(scene->get_child(i));
			if (ap) {
				List<StringName> libs;
				ap->get_animation_library_list(&libs);
				if (libs.size()) {
					library = ap->get_animation_library(libs.front()->get());
					break;
				}
			}
		}
		if (!library.is_valid()) {
			library.instantiate(); 
		}
		print_verbose("Saving animation to: " + p_save_path + ".scn");
		err = ResourceSaver::save(library, p_save_path + ".res"); 
		ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save animation to file '" + p_save_path + ".res'.");
	} else {
		Ref<PackedScene> packer = memnew(PackedScene);
		packer->pack(scene);
		print_verbose("Saving scene to: " + p_save_path + ".scn");
		err = ResourceSaver::save(packer, p_save_path + ".scn"); 
		ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save scene to file '" + p_save_path + ".scn'.");
	}
	memdelete(scene);