### 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 (const Ref<Shape3D> &E : p_shapes) {
		CollisionShape3D *cshape = memnew(CollisionShape3D);
		cshape->set_shape(E);
		p_node->add_child(cshape, true);
		cshape->set_owner(p_node->get_owner());
	}
}
void ResourceImporterScene::_optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions) {
	List<StringName> anims;
	p_player->get_animation_list(&anims);
	Node *parent = p_player->get_parent();
	ERR_FAIL_COND(parent == nullptr);
	HashMap<NodePath, uint32_t> used_tracks[TRACK_CHANNEL_MAX];
	bool tracks_to_add = false;
	static const Animation::TrackType track_types[TRACK_CHANNEL_MAX] = { Animation::TYPE_POSITION_3D, Animation::TYPE_ROTATION_3D, Animation::TYPE_SCALE_3D, Animation::TYPE_BLEND_SHAPE };
	for (const StringName &I : anims) {
		Ref<Animation> anim = p_player->get_animation(I);
		for (int i = 0; i < anim->get_track_count(); i++) {
			for (int j = 0; j < TRACK_CHANNEL_MAX; j++) {
				if (anim->track_get_type(i) != track_types[j]) {
					continue;
				}
				switch (p_track_actions[j]) {
					case ANIMATION_IMPORT_TRACKS_IF_PRESENT: {