### 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)

Skeleton3D *skeleton;
	
	if (p_bone_attachment->get_use_external_skeleton()) {
		skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_node_or_null(p_bone_attachment->get_external_skeleton()));
	} else {
		skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_parent());
	}
	GLTFSkeletonIndex skel_gltf_i = -1;
	if (skeleton != nullptr && p_state->skeleton3d_to_gltf_skeleton.has(skeleton->get_instance_id())) {
		skel_gltf_i = p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()];
	}
	int bone_idx = -1;
	if (skeleton != nullptr) {
		bone_idx = p_bone_attachment->get_bone_idx();
		if (bone_idx == -1) {
			bone_idx = skeleton->find_bone(p_bone_attachment->get_bone_name());
		}
	}
	GLTFNodeIndex par_node_index = p_parent_node_index;
	if (skeleton != nullptr && bone_idx != -1 && skel_gltf_i != -1) {
		Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_gltf_i];
		gltf_skeleton->bone_attachments.push_back(p_bone_attachment);
		par_node_index = gltf_skeleton->joints[bone_idx];
	}
	for (int node_i = 0; node_i < p_bone_attachment->get_child_count(); node_i++) {
		_convert_scene_node(p_state, p_bone_attachment->get_child(node_i), par_node_index, p_root_node_index);
	}
}
void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {