### 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 (anim->get_loop()) {
		animation->set_loop_mode(Animation::LOOP_LINEAR);
	}
	double anim_start = p_trimming ? INFINITY : 0.0;
	double anim_end = 0.0;
	for (const KeyValue<int, GLTFAnimation::Track> &track_i : anim->get_tracks()) {
		const GLTFAnimation::Track &track = track_i.value;
		
		NodePath node_path;
		
		NodePath transform_node_path;
		
		NodePath mesh_instance_node_path;
		GLTFNodeIndex node_index = track_i.key;
		const Ref<GLTFNode> gltf_node = p_state->nodes[track_i.key];
		Node *root = p_animation_player->get_parent();
		ERR_FAIL_COND(root == nullptr);
		HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index);
		ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation", node_index));
		node_path = root->get_path_to(node_element->value);
		HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mesh_instance_element = p_state->scene_mesh_instances.find(node_index);
		if (mesh_instance_element) {
			mesh_instance_node_path = root->get_path_to(mesh_instance_element->value);
		} else {
			mesh_instance_node_path = node_path;
		}
		if (gltf_node->skeleton >= 0) {
			const Skeleton3D *sk = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
			ERR_FAIL_COND(sk == nullptr);
			const String path = p_animation_player->get_parent()->get_path_to(sk);