### 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)

for (int i = 0; i < p_state->texture_samplers.size(); ++i) {
		if (p_state->texture_samplers[i]->get_filter_mode() == p_filter_mode) {
			return i;
		}
	}
	GLTFTextureSamplerIndex gltf_sampler_i = p_state->texture_samplers.size();
	Ref<GLTFTextureSampler> gltf_sampler;
	gltf_sampler.instantiate();
	gltf_sampler->set_filter_mode(p_filter_mode);
	gltf_sampler->set_wrap_mode(p_repeats);
	p_state->texture_samplers.push_back(gltf_sampler);
	return gltf_sampler_i;
}
Ref<GLTFTextureSampler> GLTFDocument::_get_sampler_for_texture(Ref<GLTFState> p_state, const GLTFTextureIndex p_texture) {
	ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
	const GLTFTextureSamplerIndex sampler = p_state->textures[p_texture]->get_sampler();
	if (sampler == -1) {
		return p_state->default_texture_sampler;
	} else {
		ERR_FAIL_INDEX_V(sampler, p_state->texture_samplers.size(), Ref<GLTFTextureSampler>());
		return p_state->texture_samplers[sampler];
	}
}
Error GLTFDocument::_serialize_texture_samplers(Ref<GLTFState> p_state) {