### 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)

if (!p_state->texture_samplers.size()) {
		return OK;
	}
	Array samplers;
	for (int32_t i = 0; i < p_state->texture_samplers.size(); ++i) {
		Dictionary d;
		Ref<GLTFTextureSampler> s = p_state->texture_samplers[i];
		d["magFilter"] = s->get_mag_filter();
		d["minFilter"] = s->get_min_filter();
		d["wrapS"] = s->get_wrap_s();
		d["wrapT"] = s->get_wrap_t();
		samplers.push_back(d);
	}
	p_state->json["samplers"] = samplers;
	return OK;
}
Error GLTFDocument::_parse_texture_samplers(Ref<GLTFState> p_state) {
	p_state->default_texture_sampler.instantiate();
	p_state->default_texture_sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
	p_state->default_texture_sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
	p_state->default_texture_sampler->set_wrap_s(GLTFTextureSampler::WrapMode::REPEAT);
	p_state->default_texture_sampler->set_wrap_t(GLTFTextureSampler::WrapMode::REPEAT);
	if (!p_state->json.has("samplers")) {
		return OK;
	}