### 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)

skeleton_sets.create_union(parent, node_index);
			}
		}
		
		
		for (int i = 1; i < skin->roots.size(); ++i) {
			skeleton_sets.create_union(skin->roots[0], skin->roots[i]);
		}
	}
	{ 
		Vector<GLTFNodeIndex> groups_representatives;
		skeleton_sets.get_representatives(groups_representatives);
		Vector<GLTFNodeIndex> highest_group_members;
		Vector<Vector<GLTFNodeIndex>> groups;
		for (int i = 0; i < groups_representatives.size(); ++i) {
			Vector<GLTFNodeIndex> group;
			skeleton_sets.get_members(group, groups_representatives[i]);
			highest_group_members.push_back(_find_highest_node(p_state, group));
			groups.push_back(group);
		}
		for (int i = 0; i < highest_group_members.size(); ++i) {
			const GLTFNodeIndex node_i = highest_group_members[i];
			
			for (int j = i + 1; j < highest_group_members.size(); ++j) {
				const GLTFNodeIndex node_j = highest_group_members[j];
				
				if (p_state->nodes[node_i]->parent == p_state->nodes[node_j]->parent) {
					skeleton_sets.create_union(node_i, node_j);
				}
			}