### 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)

current_options = &p_options;
	Variant ret;
	GDVIRTUAL_CALL(_get_internal_option_update_view_required, p_category, p_option, ret);
	current_options = nullptr;
	return ret;
}
void EditorScenePostImportPlugin::internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options) {
	current_options_dict = &p_options;
	GDVIRTUAL_CALL(_internal_process, p_category, p_base_scene, p_node, p_resource);
	current_options_dict = nullptr;
}
void EditorScenePostImportPlugin::get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options) {
	current_option_list = r_options;
	GDVIRTUAL_CALL(_get_import_options, p_path);
	current_option_list = nullptr;
}
Variant EditorScenePostImportPlugin::get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
	current_options = &p_options;
	Variant ret;
	GDVIRTUAL_CALL(_get_option_visibility, p_path, p_for_animation, p_option, ret);
	current_options = nullptr;
	return ret;
}
void EditorScenePostImportPlugin::pre_process(Node *p_scene, const HashMap<StringName, Variant> &p_options) {
	current_options = &p_options;
	GDVIRTUAL_CALL(_pre_process, p_scene);
	current_options = nullptr;
}
void EditorScenePostImportPlugin::post_process(Node *p_scene, const HashMap<StringName, Variant> &p_options) {