### 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)

_apply_permanent_rotation_scale_to_node(scene);
		Object::cast_to<Node3D>(scene)->scale(Vector3(root_scale, root_scale, root_scale).inverse());
	}
	Dictionary subresources = p_options["_subresources"];
	Dictionary node_data;
	if (subresources.has("nodes")) {
		node_data = subresources["nodes"];
	}
	Dictionary material_data;
	if (subresources.has("materials")) {
		material_data = subresources["materials"];
	}
	Dictionary animation_data;
	if (subresources.has("animations")) {
		animation_data = subresources["animations"];
	}
	HashSet<Ref<ImporterMesh>> scanned_meshes;
	HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
	Pair<PackedVector3Array, PackedInt32Array> occluder_arrays;
	List<Pair<NodePath, Node *>> node_renames;
	_pre_fix_node(scene, scene, collision_map, &occluder_arrays, node_renames);
	for (int i = 0; i < post_importer_plugins.size(); i++) {
		post_importer_plugins.write[i]->pre_process(scene, p_options);
	}
	float fps = 30;
	if (p_options.has(SNAME("animation/fps"))) {
		fps = (float)p_options[SNAME("animation/fps")];
	}
	_pre_fix_animations(scene, scene, node_data, animation_data, fps);
	_post_fix_node(scene, scene, collision_map, occluder_arrays, scanned_meshes, node_data, material_data, animation_data, fps, apply_root ? root_scale : 1.0);