### 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)

Vector<int32_t> generated_indices = st->commit_to_arrays()[Mesh::ARRAY_INDEX];
						const int vs = vertices.size();
						generated_indices.resize(vs);
						{
							for (int k = 0; k < vs; k += 3) {
								generated_indices.write[k] = k;
								generated_indices.write[k + 1] = k + 2;
								generated_indices.write[k + 2] = k + 1;
							}
						}
						primitive["indices"] = _encode_accessor_as_ints(p_state, generated_indices, true);
					}
				}
			}
			primitive["attributes"] = attributes;
			
			print_verbose("glTF: Mesh has targets");
			if (import_mesh->get_blend_shape_count()) {
				ArrayMesh::BlendShapeMode shape_mode = import_mesh->get_blend_shape_mode();
				for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
					Array array_morph = import_mesh->get_surface_blend_shape_arrays(surface_i, morph_i);
					Dictionary t;
					Vector<Vector3> varr = array_morph[Mesh::ARRAY_VERTEX];
					Array mesh_arrays = import_mesh->get_surface_arrays(surface_i);
					if (varr.size()) {
						Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
						if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) {
							const int max_idx = src_varr.size();
							for (int blend_i = 0; blend_i < max_idx; blend_i++) {
								varr.write[blend_i] = Vector3(varr[blend_i]) - src_varr[blend_i];