### 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)

node["matrix"] = _xform_to_array(gltf_node->xform);
		}
		if (!gltf_node->rotation.is_equal_approx(Quaternion())) {
			node["rotation"] = _quaternion_to_array(gltf_node->rotation);
		}
		if (!gltf_node->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
			node["scale"] = _vec3_to_arr(gltf_node->scale);
		}
		if (!gltf_node->position.is_zero_approx()) {
			node["translation"] = _vec3_to_arr(gltf_node->position);
		}
		if (gltf_node->children.size()) {
			Array children;
			for (int j = 0; j < gltf_node->children.size(); j++) {
				children.push_back(gltf_node->children[j]);
			}
			node["children"] = children;
		}
		for (Ref<GLTFDocumentExtension> ext : document_extensions) {
			ERR_CONTINUE(ext.is_null());
			ERR_CONTINUE(!p_state->scene_nodes.find(i));
			Error err = ext->export_node(p_state, gltf_node, node, p_state->scene_nodes[i]);
			ERR_CONTINUE(err != OK);
		}
		nodes.push_back(node);
	}
	p_state->json["nodes"] = nodes;
	return OK;
}
String GLTFDocument::_gen_unique_name(Ref<GLTFState> p_state, const String &p_name) {