### 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)

bool retflag = true;
	_check_visibility(p_current, retflag);
	if (retflag) {
		return;
	}
	Ref<GLTFNode> gltf_node;
	gltf_node.instantiate();
	gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name()));
	if (cast_to<Node3D>(p_current)) {
		Node3D *spatial = cast_to<Node3D>(p_current);
		_convert_spatial(p_state, spatial, gltf_node);
	}
	if (cast_to<MeshInstance3D>(p_current)) {
		MeshInstance3D *mi = cast_to<MeshInstance3D>(p_current);
		_convert_mesh_instance_to_gltf(mi, p_state, gltf_node);
	} else if (cast_to<BoneAttachment3D>(p_current)) {
		BoneAttachment3D *bone = cast_to<BoneAttachment3D>(p_current);
		_convert_bone_attachment_to_gltf(bone, p_state, p_gltf_parent, p_gltf_root, gltf_node);
		return;
	} else if (cast_to<Skeleton3D>(p_current)) {
		Skeleton3D *skel = cast_to<Skeleton3D>(p_current);
		_convert_skeleton_to_gltf(skel, p_state, p_gltf_parent, p_gltf_root, gltf_node);
		
		return;
	} else if (cast_to<MultiMeshInstance3D>(p_current)) {
		MultiMeshInstance3D *multi = cast_to<MultiMeshInstance3D>(p_current);
		_convert_multi_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, p_state);
#ifdef MODULE_CSG_ENABLED
	} else if (cast_to<CSGShape3D>(p_current)) {
		CSGShape3D *shape = cast_to<CSGShape3D>(p_current);