### 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_CONTINUE(!used_tracks[j].has(path)); 
				used_tracks[j][path] = pass;
			}
			for (const KeyValue<NodePath, uint32_t> &J : used_tracks[j]) {
				if (J.value == pass) {
					continue;
				}
				NodePath path = J.key;
				Node *n = parent->get_node(path);
				if (j == TRACK_CHANNEL_BLEND_SHAPE) {
					MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(n);
					if (mi && path.get_subname_count() > 0) {
						StringName bs = path.get_subname(0);
						bool valid;
						float value = mi->get(bs, &valid);
						if (valid) {
							int track_idx = anim->add_track(track_types[j]);
							anim->track_set_path(track_idx, path);
							anim->track_set_imported(track_idx, true);
							anim->blend_shape_track_insert_key(track_idx, 0, value);
						}
					}
				} else {
					Skeleton3D *skel = Object::cast_to<Skeleton3D>(n);
					Node3D *n3d = Object::cast_to<Node3D>(n);
					Vector3 loc;
					Quaternion rot;
					Vector3 scale;
					if (skel && path.get_subname_count() > 0) {
						StringName bone = path.get_subname(0);