### 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)

Array images;
	for (int i = 0; i < p_state->images.size(); i++) {
		Dictionary d;
		ERR_CONTINUE(p_state->images[i].is_null());
		Ref<Image> image = p_state->images[i]->get_image();
		ERR_CONTINUE(image.is_null());
		if (p_path.to_lower().ends_with("glb") || p_path.is_empty()) {
			GLTFBufferViewIndex bvi;
			Ref<GLTFBufferView> bv;
			bv.instantiate();
			const GLTFBufferIndex bi = 0;
			bv->buffer = bi;
			bv->byte_offset = p_state->buffers[bi].size();
			ERR_FAIL_INDEX_V(bi, p_state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
			Vector<uint8_t> buffer;
			Ref<ImageTexture> img_tex = image;
			if (img_tex.is_valid()) {
				image = img_tex->get_image();
			}
			Error err = PNGDriverCommon::image_to_png(image, buffer);
			ERR_FAIL_COND_V_MSG(err, err, "Can't convert image to PNG.");
			bv->byte_length = buffer.size();
			p_state->buffers.write[bi].resize(p_state->buffers[bi].size() + bv->byte_length);
			memcpy(&p_state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
			ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > p_state->buffers[bi].size(), ERR_FILE_CORRUPT);
			p_state->buffer_views.push_back(bv);
			bvi = p_state->buffer_views.size() - 1;