### 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)

for (Node3D *node_3d : p_dictionary.node_3ds) {
		if (node_3d) {
			node_3d->set_position(p_scale * node_3d->get_position());
			Skeleton3D *skeleton_3d = Object::cast_to<Skeleton3D>(node_3d);
			if (skeleton_3d) {
				for (int i = 0; i < skeleton_3d->get_bone_count(); i++) {
					Transform3D rest = skeleton_3d->get_bone_rest(i);
					skeleton_3d->set_bone_rest(i, Transform3D(rest.basis, p_scale * rest.origin));
					skeleton_3d->set_bone_pose_position(i, p_scale * rest.origin);
				}
			}
		}
	}
	for (Ref<ImporterMesh> mesh : p_dictionary.importer_meshes) {
		_rescale_importer_mesh(p_scale, mesh, false);
	}
	for (Ref<Skin> skin : p_dictionary.skins) {
		_rescale_skin(p_scale, skin);
	}
	for (Ref<Animation> animation : p_dictionary.animations) {
		_rescale_animation(p_scale, animation);
	}
}
void _populate_scalable_nodes_collection(Node *p_node, ScalableNodeCollection &p_dictionary) {