### 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)

#define GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS 32
#include <stdio.h>
#include <stdlib.h>
#include <cstdint>
#include <limits>
static Ref<ImporterMesh> _mesh_to_importer_mesh(Ref<Mesh> p_mesh) {
	Ref<ImporterMesh> importer_mesh;
	importer_mesh.instantiate();
	if (p_mesh.is_null()) {
		return importer_mesh;
	}
	Ref<ArrayMesh> array_mesh = p_mesh;
	if (p_mesh->get_blend_shape_count()) {
		ArrayMesh::BlendShapeMode shape_mode = ArrayMesh::BLEND_SHAPE_MODE_NORMALIZED;
		if (array_mesh.is_valid()) {
			shape_mode = array_mesh->get_blend_shape_mode();
		}
		importer_mesh->set_blend_shape_mode(shape_mode);
		for (int morph_i = 0; morph_i < p_mesh->get_blend_shape_count(); morph_i++) {
			importer_mesh->add_blend_shape(p_mesh->get_blend_shape_name(morph_i));
		}
	}
	for (int32_t surface_i = 0; surface_i < p_mesh->get_surface_count(); surface_i++) {
		Array array = p_mesh->surface_get_arrays(surface_i);
		Ref<Material> mat = p_mesh->surface_get_material(surface_i);
		String mat_name;
		if (mat.is_valid()) {
			mat_name = mat->get_name();
		} else {