### 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)

if (mesh.is_valid()) {
				p_dictionary.importer_meshes.insert(mesh);
			}
			Ref<Skin> skin = mesh_instance_3d->get_skin();
			if (skin.is_valid()) {
				p_dictionary.skins.insert(skin);
			}
		}
	}
	AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_node);
	if (animation_player) {
		List<StringName> animation_list;
		animation_player->get_animation_list(&animation_list);
		for (const StringName &E : animation_list) {
			Ref<Animation> animation = animation_player->get_animation(E);
			p_dictionary.animations.insert(animation);
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		_populate_scalable_nodes_collection(child, p_dictionary);
	}
}
void _apply_permanent_rotation_scale_to_node(Node *p_node) {
	Transform3D transform = Object::cast_to<Node3D>(p_node)->get_transform();
	ScalableNodeCollection scalable_node_collection;
	_populate_scalable_nodes_collection(p_node, scalable_node_collection);
	_apply_basis_to_scalable_node_collection(scalable_node_collection, transform.basis.get_scale());
}
Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames) {