### 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 (use_optimizer) {
			_optimize_animations(ap, anim_optimizer_linerr, anim_optimizer_angerr, anim_optimizer_preerr);
		}
		bool use_compression = node_settings["compression/enabled"];
		int anim_compression_page_size = node_settings["compression/page_size"];
		if (use_compression) {
			_compress_animations(ap, anim_compression_page_size);
		}
		List<StringName> anims;
		ap->get_animation_list(&anims);
		for (const StringName &name : anims) {
			Ref<Animation> anim = ap->get_animation(name);
			if (p_animation_data.has(name)) {
				Dictionary anim_settings = p_animation_data[name];
				{
					
					List<ImportOption> iopts;
					get_internal_import_options(INTERNAL_IMPORT_CATEGORY_ANIMATION, &iopts);
					for (const ImportOption &F : iopts) {
						if (!anim_settings.has(F.option.name)) {
							anim_settings[F.option.name] = F.default_value;
						}
					}
				}
				anim->set_loop_mode(static_cast<Animation::LoopMode>((int)anim_settings["settings/loop_mode"]));
				bool save = anim_settings["save_to_file/enabled"];
				String path = anim_settings["save_to_file/path"];
				bool keep_custom = anim_settings["save_to_file/keep_custom_tracks"];
				Ref<Animation> saved_anim = _save_animation_to_file(anim, save, path, keep_custom);
				if (saved_anim != anim) {