### 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)

mat_name, csg_mesh->surface_get_format(surface_i));
		}
	}
	Ref<GLTFMesh> gltf_mesh;
	gltf_mesh.instantiate();
	gltf_mesh->set_mesh(mesh);
	GLTFMeshIndex mesh_i = p_state->meshes.size();
	p_state->meshes.push_back(gltf_mesh);
	p_gltf_node->mesh = mesh_i;
	p_gltf_node->xform = csg->get_meshes()[0];
	p_gltf_node->set_name(_gen_unique_name(p_state, csg->get_name()));
}
#endif 
void GLTFDocument::_create_gltf_node(Ref<GLTFState> p_state, Node *p_scene_parent, GLTFNodeIndex p_current_node_i,
		GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_gltf_node, Ref<GLTFNode> p_gltf_node) {
	p_state->scene_nodes.insert(p_current_node_i, p_scene_parent);
	p_state->nodes.push_back(p_gltf_node);
	ERR_FAIL_COND(p_current_node_i == p_parent_node_index);
	p_state->nodes.write[p_current_node_i]->parent = p_parent_node_index;
	if (p_parent_node_index == -1) {
		return;
	}
	p_state->nodes.write[p_parent_node_index]->children.push_back(p_current_node_i);
}
void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *p_animation_player, Ref<GLTFState> p_state, GLTFNodeIndex p_gltf_current, GLTFNodeIndex p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
	ERR_FAIL_COND(!p_animation_player);
	p_state->animation_players.push_back(p_animation_player);
	print_verbose(String("glTF: Converting animation player: ") + p_animation_player->get_name());
}
void GLTFDocument::_check_visibility(Node *p_node, bool &r_retflag) {