### 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)

if (shape->get_parent() && shape->is_root_shape()) {
			_convert_csg_shape_to_gltf(shape, p_gltf_parent, gltf_node, p_state);
		}
#endif 
#ifdef MODULE_GRIDMAP_ENABLED
	} else if (cast_to<GridMap>(p_current)) {
		GridMap *gridmap = Object::cast_to<GridMap>(p_current);
		_convert_grid_map_to_gltf(gridmap, p_gltf_parent, p_gltf_root, gltf_node, p_state);
#endif 
	} else if (cast_to<Camera3D>(p_current)) {
		Camera3D *camera = Object::cast_to<Camera3D>(p_current);
		_convert_camera_to_gltf(camera, p_state, gltf_node);
	} else if (cast_to<Light3D>(p_current)) {
		Light3D *light = Object::cast_to<Light3D>(p_current);
		_convert_light_to_gltf(light, p_state, gltf_node);
	} else if (cast_to<AnimationPlayer>(p_current)) {
		AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_current);
		_convert_animation_player_to_gltf(animation_player, p_state, p_gltf_parent, p_gltf_root, gltf_node, p_current);
	}
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		ext->convert_scene_node(p_state, gltf_node, p_current);
	}
	GLTFNodeIndex current_node_i = p_state->nodes.size();
	GLTFNodeIndex gltf_root = p_gltf_root;
	if (gltf_root == -1) {
		gltf_root = current_node_i;
		Array scenes;
		scenes.push_back(gltf_root);
		p_state->json["scene"] = scenes;