### 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)

r_lightmap_caches.insert(i, lightmap_cache);
									break;
								}
								if (new_md5 == md5) {
									break;
								}
							}
						}
					}
				}
				if (generate_lods) {
					Array skin_pose_transform_array = _get_skinned_pose_transforms(src_mesh_node);
					src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle, skin_pose_transform_array);
				}
				if (create_shadow_meshes) {
					src_mesh_node->get_mesh()->create_shadow_mesh();
				}
				if (!save_to_file.is_empty()) {
					Ref<Mesh> existing = ResourceCache::get_ref(save_to_file);
					if (existing.is_valid()) {
						
						existing->reset_state();
					}
					mesh = src_mesh_node->get_mesh()->get_mesh(existing);
					ResourceSaver::save(mesh, save_to_file); 
					mesh->set_path(save_to_file, true); 
				} else {
					mesh = src_mesh_node->get_mesh()->get_mesh();
				}
			} else {