### 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)

int bone_cnt = skeleton->get_bone_count();
			ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
			ObjectID gltf_skin_key;
			if (skin.is_valid()) {
				gltf_skin_key = skin->get_instance_id();
			}
			ObjectID gltf_skel_key = godot_skeleton->get_instance_id();
			GLTFSkinIndex skin_gltf_i = -1;
			GLTFNodeIndex root_gltf_i = -1;
			if (!gltf_skeleton->roots.is_empty()) {
				root_gltf_i = gltf_skeleton->roots[0];
			}
			if (p_state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
				skin_gltf_i = p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key];
			} else {
				if (skin.is_null()) {
					
					skin = skeleton->create_skin_from_rest_transforms();
				}
				gltf_skin.instantiate();
				gltf_skin->godot_skin = skin;
				gltf_skin->set_name(skin->get_name());
				gltf_skin->skeleton = skeleton_gltf_i;
				gltf_skin->skin_root = root_gltf_i;
				
				HashMap<StringName, int> bone_name_to_idx;
				for (int bone_i = 0; bone_i < bone_cnt; bone_i++) {
					bone_name_to_idx[skeleton->get_bone_name(bone_i)] = bone_i;
				}
				for (int bind_i = 0, cnt = skin->get_bind_count(); bind_i < cnt; bind_i++) {