### 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)

current_options = &p_options;
	GDVIRTUAL_CALL(_post_process, p_scene);
	current_options = nullptr;
}
void EditorScenePostImportPlugin::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_option_value", "name"), &EditorScenePostImportPlugin::get_option_value);
	ClassDB::bind_method(D_METHOD("add_import_option", "name", "value"), &EditorScenePostImportPlugin::add_import_option);
	ClassDB::bind_method(D_METHOD("add_import_option_advanced", "type", "name", "default_value", "hint", "hint_string", "usage_flags"), &EditorScenePostImportPlugin::add_import_option_advanced, DEFVAL(PROPERTY_HINT_NONE), DEFVAL(""), DEFVAL(PROPERTY_USAGE_DEFAULT));
	GDVIRTUAL_BIND(_get_internal_import_options, "category");
	GDVIRTUAL_BIND(_get_internal_option_visibility, "category", "for_animation", "option");
	GDVIRTUAL_BIND(_get_internal_option_update_view_required, "category", "option");
	GDVIRTUAL_BIND(_internal_process, "category", "base_node", "node", "resource");
	GDVIRTUAL_BIND(_get_import_options, "path");
	GDVIRTUAL_BIND(_get_option_visibility, "path", "for_animation", "option");
	GDVIRTUAL_BIND(_pre_process, "scene");
	GDVIRTUAL_BIND(_post_process, "scene");
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MESH);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MATERIAL);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_ANIMATION);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MAX);
}
String ResourceImporterScene::get_importer_name() const {