### 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)

err = OK;
	progress.step(TTR("Running Custom Script..."), 2);
	String post_import_script_path = p_options["import_script/path"];
	Ref<EditorScenePostImport> post_import_script;
	if (!post_import_script_path.is_empty()) {
		Ref<Script> scr = ResourceLoader::load(post_import_script_path);
		if (!scr.is_valid()) {
			EditorNode::add_io_error(TTR("Couldn't load post-import script:") + " " + post_import_script_path);
		} else {
			post_import_script = Ref<EditorScenePostImport>(memnew(EditorScenePostImport));
			post_import_script->set_script(scr);
			if (!post_import_script->get_script_instance()) {
				EditorNode::add_io_error(TTR("Invalid/broken script for post-import (check console):") + " " + post_import_script_path);
				post_import_script.unref();
				return ERR_CANT_CREATE;
			}
		}
	}
	if (post_import_script.is_valid()) {
		post_import_script->init(p_source_file);
		scene = post_import_script->post_import(scene);
		if (!scene) {
			EditorNode::add_io_error(
					TTR("Error running post-import script:") + " " + post_import_script_path + "\n" +
					TTR("Did you return a Node-derived object in the `_post_import()` method?"));
			return err;
		}
	}
	for (int i = 0; i < post_importer_plugins.size(); i++) {
		post_importer_plugins.write[i]->post_process(scene, p_options);