### 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 (!p_state->json.has("skins")) {
		return OK;
	}
	const Array &skins = p_state->json["skins"];
	
	for (int i = 0; i < skins.size(); i++) {
		const Dictionary &d = skins[i];
		Ref<GLTFSkin> skin;
		skin.instantiate();
		ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
		const Array &joints = d["joints"];
		if (d.has("inverseBindMatrices")) {
			skin->inverse_binds = _decode_accessor_as_xform(p_state, d["inverseBindMatrices"], false);
			ERR_FAIL_COND_V(skin->inverse_binds.size() != joints.size(), ERR_PARSE_ERROR);
		}
		for (int j = 0; j < joints.size(); j++) {
			const GLTFNodeIndex node = joints[j];
			ERR_FAIL_INDEX_V(node, p_state->nodes.size(), ERR_PARSE_ERROR);
			skin->joints.push_back(node);
			skin->joints_original.push_back(node);
			p_state->nodes.write[node]->joint = true;
		}
		if (d.has("name") && !String(d["name"]).is_empty()) {
			skin->set_name(d["name"]);
		} else {
			skin->set_name(vformat("skin_%s", itos(i)));