### 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)

Array meshes;
	for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < p_state->meshes.size(); gltf_mesh_i++) {
		print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i));
		Ref<ImporterMesh> import_mesh = p_state->meshes.write[gltf_mesh_i]->get_mesh();
		if (import_mesh.is_null()) {
			continue;
		}
		Array instance_materials = p_state->meshes.write[gltf_mesh_i]->get_instance_materials();
		Array primitives;
		Dictionary gltf_mesh;
		Array target_names;
		Array weights;
		for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
			target_names.push_back(import_mesh->get_blend_shape_name(morph_i));
		}
		for (int surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) {
			Array targets;
			Dictionary primitive;
			Mesh::PrimitiveType primitive_type = import_mesh->get_surface_primitive_type(surface_i);
			switch (primitive_type) {
				case Mesh::PRIMITIVE_POINTS: {
					primitive["mode"] = 0;
					break;
				}
				case Mesh::PRIMITIVE_LINES: {
					primitive["mode"] = 1;