### 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)

roughness_image = img_tex->get_image();
				}
				if (roughness_image->is_compressed()) {
					roughness_image->decompress();
				}
			}
			Ref<Image> metallness_image;
			if (has_metalness) {
				height = metallic_texture->get_height();
				width = metallic_texture->get_width();
				metallness_image = metallic_texture->get_image();
				Ref<ImageTexture> img_tex = metallness_image;
				if (img_tex.is_valid()) {
					metallness_image = img_tex->get_image();
				}
				if (metallness_image->is_compressed()) {
					metallness_image->decompress();
				}
			}
			Ref<Texture2D> albedo_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
			if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
				height = albedo_texture->get_height();
				width = albedo_texture->get_width();
			}
			orm_image->initialize_data(width, height, false, Image::FORMAT_RGBA8);
			if (ao_image.is_valid() && ao_image->get_size() != Vector2(width, height)) {
				ao_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
			}
			if (roughness_image.is_valid() && roughness_image->get_size() != Vector2(width, height)) {
				roughness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);