### 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 set_use_named_skin_binds(bool p_use_named_skin_binds);
	bool get_discard_textures();
	void set_discard_textures(bool p_discard_textures);
	bool get_embed_as_basisu();
	void set_embed_as_basisu(bool p_embed_as_basisu);
	bool get_extract_textures();
	void set_extract_textures(bool p_extract_textures);
	bool get_discard_meshes_and_materials();
	void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
	TypedArray<GLTFNode> get_nodes();
	void set_nodes(TypedArray<GLTFNode> p_nodes);
	TypedArray<PackedByteArray> get_buffers();
	void set_buffers(TypedArray<PackedByteArray> p_buffers);
	TypedArray<GLTFBufferView> get_buffer_views();
	void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
	TypedArray<GLTFAccessor> get_accessors();
	void set_accessors(TypedArray<GLTFAccessor> p_accessors);
	TypedArray<GLTFMesh> get_meshes();
	void set_meshes(TypedArray<GLTFMesh> p_meshes);
	TypedArray<Material> get_materials();
	void set_materials(TypedArray<Material> p_materials);
	String get_scene_name();
	void set_scene_name(String p_scene_name);
	String get_base_path();
	void set_base_path(String p_base_path);
	PackedInt32Array get_root_nodes();
	void set_root_nodes(PackedInt32Array p_root_nodes);
	TypedArray<GLTFTexture> get_textures();
	void set_textures(TypedArray<GLTFTexture> p_textures);
	TypedArray<GLTFTextureSampler> get_texture_samplers();