### 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)

d["bufferView"] = bvi;
			d["mimeType"] = "image/png";
		} else {
			ERR_FAIL_COND_V(p_path.is_empty(), ERR_INVALID_PARAMETER);
			String img_name = p_state->images[i]->get_name();
			if (img_name.is_empty()) {
				img_name = itos(i);
			}
			img_name = _gen_unique_name(p_state, img_name);
			img_name = img_name.pad_zeros(3) + ".png";
			String texture_dir = "textures";
			String path = p_path.get_base_dir();
			String new_texture_dir = path + "/" + texture_dir;
			Ref<DirAccess> da = DirAccess::open(path);
			if (!da->dir_exists(new_texture_dir)) {
				da->make_dir(new_texture_dir);
			}
			image->save_png(new_texture_dir.path_join(img_name));
			d["uri"] = texture_dir.path_join(img_name).uri_encode();
		}
		images.push_back(d);
	}
	print_verbose("Total images: " + itos(p_state->images.size()));
	if (!images.size()) {
		return OK;
	}
	p_state->json["images"] = images;
	return OK;
}
Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_path) {