### 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)

}
					}
					gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
					attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, first_channel, true);
					gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
					attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, second_channel, true);
				}
			}
			{
				Vector<Color> a = array[Mesh::ARRAY_COLOR];
				if (a.size()) {
					attributes["COLOR_0"] = _encode_accessor_as_color(p_state, a, true);
				}
			}
			HashMap<int, int> joint_i_to_bone_i;
			for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
				GLTFSkinIndex skin_i = -1;
				if (p_state->nodes[node_i]->mesh == gltf_mesh_i) {
					skin_i = p_state->nodes[node_i]->skin;
				}
				if (skin_i != -1) {
					joint_i_to_bone_i = p_state->skins[skin_i]->joint_i_to_bone_i;
					break;
				}
			}
			{
				const Array &a = array[Mesh::ARRAY_BONES];
				const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
				if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
					const int ret_size = a.size() / JOINT_GROUP_SIZE;