### 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 (_teststr(name, "navmesh") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		if (isroot) {
			return p_node;
		}
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> mesh = mi->get_mesh();
		ERR_FAIL_COND_V(mesh.is_null(), nullptr);
		NavigationRegion3D *nmi = memnew(NavigationRegion3D);
		nmi->set_name(_fixstr(name, "navmesh"));
		Ref<NavigationMesh> nmesh = mesh->create_navigation_mesh();
		nmi->set_navigation_mesh(nmesh);
		Object::cast_to<Node3D>(nmi)->set_transform(mi->get_transform());
		p_node->replace_by(nmi);
		memdelete(p_node);
		p_node = nmi;
	} else if (_teststr(name, "occ") || _teststr(name, "occonly")) {
		if (isroot) {
			return p_node;
		}
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		if (mi) {
			Ref<ImporterMesh> mesh = mi->get_mesh();
			if (mesh.is_valid()) {
				if (r_occluder_arrays) {
					OccluderInstance3D::bake_single_node(mi, 0.0f, r_occluder_arrays->first, r_occluder_arrays->second);
				}
				if (_teststr(name, "occ")) {
					String fixed_name = _fixstr(name, "occ");
					if (!fixed_name.is_empty()) {
						if (mi->get_parent() && !mi->get_parent()->has_node(fixed_name)) {