### 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)

}
	_create_gltf_node(p_state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
	for (int node_i = 0; node_i < p_current->get_child_count(); node_i++) {
		_convert_scene_node(p_state, p_current->get_child(node_i), current_node_i, gltf_root);
	}
}
#ifdef MODULE_CSG_ENABLED
void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state) {
	CSGShape3D *csg = p_current;
	csg->call("_update_shape");
	Array meshes = csg->get_meshes();
	if (meshes.size() != 2) {
		return;
	}
	Ref<ImporterMesh> mesh;
	mesh.instantiate();
	{
		Ref<Mesh> csg_mesh = csg->get_meshes()[1];
		for (int32_t surface_i = 0; surface_i < csg_mesh->get_surface_count(); surface_i++) {
			Array array = csg_mesh->surface_get_arrays(surface_i);
			Ref<Material> mat = csg_mesh->surface_get_material(surface_i);
			String mat_name;
			if (mat.is_valid()) {
				mat_name = mat->get_name();
			} else {
				
				mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
			}
			mesh->add_surface(csg_mesh->surface_get_primitive_type(surface_i),
					array, csg_mesh->surface_get_blend_shape_arrays(surface_i), csg_mesh->surface_get_lods(surface_i), mat,