### 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 skin_pose_transform_array;
	const Ref<Skin> skin = p_src_mesh_node->get_skin();
	if (skin.is_valid()) {
		NodePath skeleton_path = p_src_mesh_node->get_skeleton_path();
		const Node *node = p_src_mesh_node->get_node_or_null(skeleton_path);
		const Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
		if (skeleton) {
			int bind_count = skin->get_bind_count();
			for (int i = 0; i < bind_count; i++) {
				Transform3D bind_pose = skin->get_bind_pose(i);
				String bind_name = skin->get_bind_name(i);
				int bone_idx = bind_name.is_empty() ? skin->get_bind_bone(i) : skeleton->find_bone(bind_name);
				ERR_FAIL_COND_V(bone_idx >= skeleton->get_bone_count(), Array());
				Transform3D bp_global_rest;
				if (bone_idx >= 0) {
					bp_global_rest = skeleton->get_bone_global_pose(bone_idx);
				} else {
					bp_global_rest = skeleton->get_bone_global_pose(i);
				}
				skin_pose_transform_array.push_back(bp_global_rest * bind_pose);
			}
		}
	}
	return skin_pose_transform_array;
}
void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches) {