### 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)

mr.g = specular_pixel.a;
			mr.b = metallic;
			if (!Math::is_equal_approx(mr.g, 1.0f)) {
				has_roughness = true;
			}
			if (!Math::is_zero_approx(mr.b)) {
				has_metal = true;
			}
			mr.g *= r_spec_gloss->gloss_factor;
			mr.g = 1.0f - mr.g;
			rm_img->set_pixel(x, y, mr);
			if (r_spec_gloss->diffuse_img.is_valid()) {
				r_spec_gloss->diffuse_img->set_pixel(x, y, base_color.linear_to_srgb());
			}
		}
	}
	rm_img->generate_mipmaps();
	r_spec_gloss->diffuse_img->generate_mipmaps();
	p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, ImageTexture::create_from_image(r_spec_gloss->diffuse_img));
	Ref<ImageTexture> rm_image_texture = ImageTexture::create_from_image(rm_img);
	if (has_roughness) {
		p_material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, rm_image_texture);
		p_material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN);
	}
	if (has_metal) {
		p_material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, rm_image_texture);
		p_material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
	}
}
void GLTFDocument::spec_gloss_to_metal_base_color(const Color &p_specular_factor, const Color &p_diffuse, Color &r_base_color, float &r_metallic) {