### 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)

for (int k = 0; k < vs; k += 3) {
						w[k] = k;
						w[k + 1] = k + 2;
						w[k + 2] = k + 1;
					}
				}
				array[Mesh::ARRAY_INDEX] = indices;
			}
			bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL"));
			Ref<SurfaceTool> mesh_surface_tool;
			mesh_surface_tool.instantiate();
			mesh_surface_tool->create_from_triangle_arrays(array);
			if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
				mesh_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
			}
			mesh_surface_tool->index();
			if (generate_tangents) {
				
				mesh_surface_tool->generate_tangents();
			}
			array = mesh_surface_tool->commit_to_arrays();
			Array morphs;
			
			if (p.has("targets")) {
				print_verbose("glTF: Mesh has targets");
				const Array &targets = p["targets"];
				
				
				import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
				if (j == 0) {