### 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_CONTINUE(err != OK);
		}
	}
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		err = ext->import_post(p_state, root);
		ERR_CONTINUE(err != OK);
	}
	ERR_FAIL_NULL_V(root, nullptr);
	return root;
}
Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) {
	ERR_FAIL_COND_V(p_state.is_null(), FAILED);
	p_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
	p_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
	document_extensions.clear();
	for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
		ERR_CONTINUE(ext.is_null());
		Error err = ext->export_preflight(p_state, p_node);
		if (err == OK) {
			document_extensions.push_back(ext);
		}
	}
	_convert_scene_node(p_state, p_node, -1, -1);
	if (!p_state->buffers.size()) {
		p_state->buffers.push_back(Vector<uint8_t>());
	}
	return OK;
}
Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {