### 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)

occluder_instance->set_owner(scene);
	}
	bool gen_lods = bool(p_options["meshes/generate_lods"]);
	bool create_shadow_meshes = bool(p_options["meshes/create_shadow_meshes"]);
	int light_bake_mode = p_options["meshes/light_baking"];
	float texel_size = p_options["meshes/lightmap_texel_size"];
	float lightmap_texel_size = MAX(0.001, texel_size);
	Vector<uint8_t> src_lightmap_cache;
	Vector<Vector<uint8_t>> mesh_lightmap_caches;
	{
		src_lightmap_cache = FileAccess::get_file_as_bytes(p_source_file + ".unwrap_cache", &err);
		if (err != OK) {
			src_lightmap_cache.clear();
		}
	}
	Dictionary mesh_data;
	if (subresources.has("meshes")) {
		mesh_data = subresources["meshes"];
	}
	_generate_meshes(scene, mesh_data, gen_lods, create_shadow_meshes, LightBakeMode(light_bake_mode), lightmap_texel_size, src_lightmap_cache, mesh_lightmap_caches);
	if (mesh_lightmap_caches.size()) {
		Ref<FileAccess> f = FileAccess::open(p_source_file + ".unwrap_cache", FileAccess::WRITE);
		if (f.is_valid()) {
			f->store_32(mesh_lightmap_caches.size());
			for (int i = 0; i < mesh_lightmap_caches.size(); i++) {
				String md5 = String::md5(mesh_lightmap_caches[i].ptr());
				f->store_buffer(mesh_lightmap_caches[i].ptr(), mesh_lightmap_caches[i].size());
			}
		}
	}