### 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)

ERR_FAIL_COND_V(weights_0.size() != weights_1.size(), ERR_INVALID_DATA);
				int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
				weights.resize(vertex_num * weight_8_count);
				for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
					weights.write[vertex_i * weight_8_count + 0] = weights_0[vertex_i * JOINT_GROUP_SIZE + 0];
					weights.write[vertex_i * weight_8_count + 1] = weights_0[vertex_i * JOINT_GROUP_SIZE + 1];
					weights.write[vertex_i * weight_8_count + 2] = weights_0[vertex_i * JOINT_GROUP_SIZE + 2];
					weights.write[vertex_i * weight_8_count + 3] = weights_0[vertex_i * JOINT_GROUP_SIZE + 3];
					weights.write[vertex_i * weight_8_count + 4] = weights_1[vertex_i * JOINT_GROUP_SIZE + 0];
					weights.write[vertex_i * weight_8_count + 5] = weights_1[vertex_i * JOINT_GROUP_SIZE + 1];
					weights.write[vertex_i * weight_8_count + 6] = weights_1[vertex_i * JOINT_GROUP_SIZE + 2];
					weights.write[vertex_i * weight_8_count + 7] = weights_1[vertex_i * JOINT_GROUP_SIZE + 3];
				}
				{ 
					int wc = weights.size();
					float *w = weights.ptrw();
					for (int k = 0; k < wc; k += weight_8_count) {
						float total = 0.0;
						total += w[k + 0];
						total += w[k + 1];
						total += w[k + 2];
						total += w[k + 3];
						total += w[k + 4];
						total += w[k + 5];
						total += w[k + 6];
						total += w[k + 7];
						if (total > 0.0) {
							w[k + 0] /= total;
							w[k + 1] /= total;
							w[k + 2] /= total;