### 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)

Vector<AnimationPlayer *> animation_players;
	HashMap<Ref<Material>, GLTFMaterialIndex> material_cache;
	Vector<Ref<Material>> materials;
	String scene_name;
	Vector<int> root_nodes;
	Vector<Ref<GLTFTexture>> textures;
	Vector<Ref<GLTFTextureSampler>> texture_samplers;
	Ref<GLTFTextureSampler> default_texture_sampler;
	Vector<Ref<Texture2D>> images;
	Vector<String> extensions_used;
	Vector<String> extensions_required;
	Vector<Ref<Image>> source_images;
	Vector<Ref<GLTFSkin>> skins;
	Vector<Ref<GLTFCamera>> cameras;
	Vector<Ref<GLTFLight>> lights;
	HashSet<String> unique_names;
	HashSet<String> unique_animation_names;
	Vector<Ref<GLTFSkeleton>> skeletons;
	HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
	Vector<Ref<GLTFAnimation>> animations;
	HashMap<GLTFNodeIndex, Node *> scene_nodes;
	HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
	HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
	HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
	Dictionary additional_data;
protected:
	static void _bind_methods();
public:
	void add_used_extension(const String &p_extension, bool p_required = false);
	enum GLTFHandleBinary {