### 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_FAIL_COND_V(!p_state->json.has("nodes"), ERR_FILE_CORRUPT);
	const Array &nodes = p_state->json["nodes"];
	for (int i = 0; i < nodes.size(); i++) {
		Ref<GLTFNode> node;
		node.instantiate();
		const Dictionary &n = nodes[i];
		if (n.has("name")) {
			node->set_name(n["name"]);
		}
		if (n.has("camera")) {
			node->camera = n["camera"];
		}
		if (n.has("mesh")) {
			node->mesh = n["mesh"];
		}
		if (n.has("skin")) {
			node->skin = n["skin"];
		}
		if (n.has("matrix")) {
			node->xform = _arr_to_xform(n["matrix"]);
		} else {
			if (n.has("translation")) {
				node->position = _arr_to_vec3(n["translation"]);
			}
			if (n.has("rotation")) {
				node->rotation = _arr_to_quaternion(n["rotation"]);
			}