### 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)

} else if (ttype < track_types[j]) {
								
								insert_at_pos = k + 1;
							}
						} else if (insert_at_pos >= 0) {
							break;
						}
					}
					int track_idx = anim->add_track(track_types[j], insert_at_pos);
					anim->track_set_path(track_idx, path);
					anim->track_set_imported(track_idx, true);
					switch (j) {
						case TRACK_CHANNEL_POSITION: {
							anim->position_track_insert_key(track_idx, 0, loc);
						} break;
						case TRACK_CHANNEL_ROTATION: {
							anim->rotation_track_insert_key(track_idx, 0, rot);
						} break;
						case TRACK_CHANNEL_SCALE: {
							anim->scale_track_insert_key(track_idx, 0, scale);
						} break;
						default: {
						}
					}
				}
			}
		}
	}
}
Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashMap<StringName, Variant> &p_options) {