### 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 (kt >= from && kt < to) {
					
					if (dtrack == -1) {
						new_anim->add_track(anim->track_get_type(j));
						dtrack = new_anim->get_track_count() - 1;
						new_anim->track_set_path(dtrack, anim->track_get_path(j));
						if (kt > (from + 0.01) && k > 0) {
							if (anim->track_get_type(j) == Animation::TYPE_POSITION_3D) {
								Vector3 p;
								anim->position_track_interpolate(j, from, &p);
								new_anim->position_track_insert_key(dtrack, 0, p);
							} else if (anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) {
								Quaternion r;
								anim->rotation_track_interpolate(j, from, &r);
								new_anim->rotation_track_insert_key(dtrack, 0, r);
							} else if (anim->track_get_type(j) == Animation::TYPE_SCALE_3D) {
								Vector3 s;
								anim->scale_track_interpolate(j, from, &s);
								new_anim->scale_track_insert_key(dtrack, 0, s);
							} else if (anim->track_get_type(j) == Animation::TYPE_VALUE) {
								Variant var = anim->value_track_interpolate(j, from);
								new_anim->track_insert_key(dtrack, 0, var);
							} else if (anim->track_get_type(j) == Animation::TYPE_BLEND_SHAPE) {
								float interp;
								anim->blend_shape_track_interpolate(j, from, &interp);
								new_anim->blend_shape_track_insert_key(dtrack, 0, interp);
							}
						}
					}
					if (anim->track_get_type(j) == Animation::TYPE_POSITION_3D) {