### 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)

if (!p_save_to_file || !p_save_to_path.is_resource_file()) {
		return anim;
	}
	if (FileAccess::exists(p_save_to_path) && p_keep_custom_tracks) {
		
		Ref<Animation> old_anim = ResourceLoader::load(p_save_to_path, "Animation", ResourceFormatLoader::CACHE_MODE_IGNORE);
		if (old_anim.is_valid()) {
			for (int i = 0; i < old_anim->get_track_count(); i++) {
				if (!old_anim->track_is_imported(i)) {
					old_anim->copy_track(i, anim);
				}
			}
			anim->set_loop_mode(old_anim->get_loop_mode());
		}
	}
	if (ResourceCache::has(p_save_to_path)) {
		Ref<Animation> old_anim = ResourceCache::get_ref(p_save_to_path);
		if (old_anim.is_valid()) {
			old_anim->copy_from(anim);
			anim = old_anim;
		}
	}
	anim->set_path(p_save_to_path, true); 
	Error err = ResourceSaver::save(anim, p_save_to_path, ResourceSaver::FLAG_CHANGE_PATH);
	ERR_FAIL_COND_V_MSG(err != OK, anim, "Saving of animation failed: " + p_save_to_path);
	return anim;
}
void ResourceImporterScene::_create_slices(AnimationPlayer *ap, Ref<Animation> anim, const Array &p_slices, bool p_bake_all) {