### 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)

Ref<Texture2D> saved_image = ResourceLoader::load(file_path, "Texture2D");
				if (saved_image.is_valid()) {
					p_state->images.push_back(saved_image);
					p_state->source_images.push_back(img);
				} else {
					WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded with the name: %s. Skipping it.", i, img->get_name()));
					
					p_state->images.push_back(Ref<Texture2D>());
					p_state->source_images.push_back(Ref<Image>());
				}
			}
			continue;
		} else if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) {
			Ref<PortableCompressedTexture2D> tex;
			tex.instantiate();
			tex->set_name(img->get_name());
			tex->set_keep_compressed_buffer(true);
			p_state->source_images.push_back(img);
			tex->create_from_image(img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL);
			p_state->images.push_back(tex);
			p_state->source_images.push_back(img);
			continue;
		}
		p_state->images.push_back(Ref<Texture2D>());
		p_state->source_images.push_back(Ref<Image>());
	}
	print_verbose("glTF: Total images: " + itos(p_state->images.size()));
	return OK;
}
Error GLTFDocument::_serialize_textures(Ref<GLTFState> p_state) {