### 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)

const GLTFNodeIndex node_i_parent = p_state->nodes[node_i]->parent;
			if (node_i_parent >= 0) {
				for (int j = 0; j < groups.size() && i != j; ++j) {
					const Vector<GLTFNodeIndex> &group = groups[j];
					if (group.find(node_i_parent) >= 0) {
						const GLTFNodeIndex node_j = highest_group_members[j];
						skeleton_sets.create_union(node_i, node_j);
					}
				}
			}
		}
	}
	
	Vector<GLTFNodeIndex> skeleton_owners;
	skeleton_sets.get_representatives(skeleton_owners);
	
	for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
		const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i];
		Ref<GLTFSkeleton> skeleton;
		skeleton.instantiate();
		Vector<GLTFNodeIndex> skeleton_nodes;
		skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
		for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
			Ref<GLTFSkin> skin = p_state->skins.write[skin_i];
			
			for (int i = 0; i < skeleton_nodes.size(); ++i) {
				GLTFNodeIndex skel_node_i = skeleton_nodes[i];
				if (skin->joints.find(skel_node_i) >= 0 || skin->non_joints.find(skel_node_i) >= 0) {
					skin->skeleton = skel_i;