### 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)

#include "gltf_state.h"
#include "gltf_template_convert.h"
void GLTFState::_bind_methods() {
	ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
	ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
	ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
	ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
	ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
	ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
	ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
	ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
	ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
	ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
	ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
	ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
	ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
	ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
	ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
	ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
	ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
	ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);