### 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)

mat = mat3d;
				}
				ERR_FAIL_NULL_V(mat, ERR_FILE_CORRUPT);
				mat_name = mat->get_name();
			}
			import_mesh->add_surface(primitive, array, morphs,
					Dictionary(), mat, mat_name, flags);
		}
		Vector<float> blend_weights;
		blend_weights.resize(import_mesh->get_blend_shape_count());
		for (int32_t weight_i = 0; weight_i < blend_weights.size(); weight_i++) {
			blend_weights.write[weight_i] = 0.0f;
		}
		if (d.has("weights")) {
			const Array &weights = d["weights"];
			for (int j = 0; j < weights.size(); j++) {
				if (j >= blend_weights.size()) {
					break;
				}
				blend_weights.write[j] = weights[j];
			}
		}
		mesh->set_blend_weights(blend_weights);
		mesh->set_mesh(import_mesh);
		p_state->meshes.push_back(mesh);
	}
	print_verbose("glTF: Total meshes: " + itos(p_state->meshes.size()));
	return OK;
}
Error GLTFDocument::_serialize_images(Ref<GLTFState> p_state, const String &p_path) {