### 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)

}
}
void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index) {
	Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
	Node3D *current_node = nullptr;
	Skeleton3D *skeleton = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
	
	const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
	const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
	Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
	if (active_skeleton != skeleton) {
		if (active_skeleton) {
			
			ERR_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
			BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
			p_scene_parent->add_child(bone_attachment, true);
			bone_attachment->set_owner(p_scene_root);
			
			bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D"));
			
			
			p_scene_parent = bone_attachment;
		}
		if (skeleton->get_parent() == nullptr) {
			p_scene_parent->add_child(skeleton, true);
			skeleton->set_owner(p_scene_root);
		}
	}
	active_skeleton = skeleton;
	current_node = active_skeleton;