### 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)

Vector<Color> attribs;
					attribs.resize(ret_size);
					{
						for (int array_i = 0; array_i < attribs.size(); array_i++) {
							int32_t joint_0 = a[(array_i * JOINT_GROUP_SIZE) + 0];
							int32_t joint_1 = a[(array_i * JOINT_GROUP_SIZE) + 1];
							int32_t joint_2 = a[(array_i * JOINT_GROUP_SIZE) + 2];
							int32_t joint_3 = a[(array_i * JOINT_GROUP_SIZE) + 3];
							attribs.write[array_i] = Color(joint_0, joint_1, joint_2, joint_3);
						}
					}
					attributes["JOINTS_0"] = _encode_accessor_as_joints(p_state, attribs, true);
				} else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
					Vector<Color> joints_0;
					joints_0.resize(vertex_num);
					Vector<Color> joints_1;
					joints_1.resize(vertex_num);
					int32_t weights_8_count = JOINT_GROUP_SIZE * 2;
					for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
						Color joint_0;
						joint_0.r = a[vertex_i * weights_8_count + 0];
						joint_0.g = a[vertex_i * weights_8_count + 1];
						joint_0.b = a[vertex_i * weights_8_count + 2];
						joint_0.a = a[vertex_i * weights_8_count + 3];
						joints_0.write[vertex_i] = joint_0;
						Color joint_1;
						joint_1.r = a[vertex_i * weights_8_count + 4];
						joint_1.g = a[vertex_i * weights_8_count + 5];
						joint_1.b = a[vertex_i * weights_8_count + 6];
						joint_1.a = a[vertex_i * weights_8_count + 7];