### 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)

return GLTFTemplateConvert::to_array(skeletons);
}
void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
	GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
}
Dictionary GLTFState::get_skeleton_to_node() {
	return GLTFTemplateConvert::to_dict(skeleton_to_node);
}
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
	GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
}
bool GLTFState::get_create_animations() {
	return create_animations;
}
void GLTFState::set_create_animations(bool p_create_animations) {
	create_animations = p_create_animations;
}
TypedArray<GLTFAnimation> GLTFState::get_animations() {
	return GLTFTemplateConvert::to_array(animations);
}
void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {
	GLTFTemplateConvert::set_from_array(animations, p_animations);
}
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
	if (!scene_nodes.has(idx)) {
		return nullptr;
	}
	return scene_nodes[idx];
}
int GLTFState::get_animation_players_count(int idx) {