### 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)

}
						}
					}
					if (mesh_settings.has("generate/shadow_meshes")) {
						int shadow_meshes = mesh_settings["generate/shadow_meshes"];
						if (shadow_meshes == MESH_OVERRIDE_ENABLE) {
							create_shadow_meshes = true;
						} else if (shadow_meshes == MESH_OVERRIDE_DISABLE) {
							create_shadow_meshes = false;
						}
					}
					if (mesh_settings.has("generate/lightmap_uv")) {
						int lightmap_uv = mesh_settings["generate/lightmap_uv"];
						if (lightmap_uv == MESH_OVERRIDE_ENABLE) {
							bake_lightmaps = true;
						} else if (lightmap_uv == MESH_OVERRIDE_DISABLE) {
							bake_lightmaps = false;
						}
					}
					if (mesh_settings.has("generate/lods")) {
						int lods = mesh_settings["generate/lods"];
						if (lods == MESH_OVERRIDE_ENABLE) {
							generate_lods = true;
						} else if (lods == MESH_OVERRIDE_DISABLE) {
							generate_lods = false;
						}
					}
					if (mesh_settings.has("lods/normal_split_angle")) {
						split_angle = mesh_settings["lods/normal_split_angle"];
					}