### 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)

ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
	if (src_mesh_node) {
		
		MeshInstance3D *mesh_node = memnew(MeshInstance3D);
		mesh_node->set_name(src_mesh_node->get_name());
		mesh_node->set_transform(src_mesh_node->get_transform());
		mesh_node->set_skin(src_mesh_node->get_skin());
		mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
		if (src_mesh_node->get_mesh().is_valid()) {
			Ref<ArrayMesh> mesh;
			if (!src_mesh_node->get_mesh()->has_mesh()) {
				
				bool generate_lods = p_generate_lods;
				float split_angle = 25.0f;
				float merge_angle = 60.0f;
				bool create_shadow_meshes = p_create_shadow_meshes;
				bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
				String save_to_file;
				String mesh_id = src_mesh_node->get_mesh()->get_meta("import_id", src_mesh_node->get_mesh()->get_name());
				if (!mesh_id.is_empty() && p_mesh_data.has(mesh_id)) {
					Dictionary mesh_settings = p_mesh_data[mesh_id];
					{
						
						List<ImportOption> iopts;
						get_internal_import_options(INTERNAL_IMPORT_CATEGORY_MESH, &iopts);
						for (const ImportOption &E : iopts) {
							if (!mesh_settings.has(E.option.name)) {
								mesh_settings[E.option.name] = E.default_value;