### 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)

} else if (String(orig_track_path).contains(":transform")) {
			const Vector<String> node_suffix = String(orig_track_path).split(":transform");
			const NodePath path = node_suffix[0];
			const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : p_state->scene_nodes) {
				if (transform_track_i.value == node) {
					GLTFAnimation::Track track;
					track = _convert_animation_track(p_state, track, animation, track_i, transform_track_i.key);
					gltf_animation->get_tracks().insert(transform_track_i.key, track);
				}
			}
		} else if (String(orig_track_path).contains(":") && animation->track_get_type(track_i) == Animation::TYPE_BLEND_SHAPE) {
			const Vector<String> node_suffix = String(orig_track_path).split(":");
			const NodePath path = node_suffix[0];
			const String suffix = node_suffix[1];
			Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
			Ref<Mesh> mesh = mi->get_mesh();
			ERR_CONTINUE(mesh.is_null());
			int32_t mesh_index = -1;
			for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : p_state->scene_nodes) {
				if (mesh_track_i.value == node) {
					mesh_index = mesh_track_i.key;
				}
			}
			ERR_CONTINUE(mesh_index == -1);
			HashMap<int, GLTFAnimation::Track> &tracks = gltf_animation->get_tracks();
			GLTFAnimation::Track track = gltf_animation->get_tracks().has(mesh_index) ? gltf_animation->get_tracks()[mesh_index] : GLTFAnimation::Track();
			if (!tracks.has(mesh_index)) {
				for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {