### 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)

case INTERNAL_IMPORT_CATEGORY_ANIMATION: {
		} break;
		case INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE: {
		} break;
		case INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE: {
		} break;
		default: {
		}
	}
	for (int i = 0; i < post_importer_plugins.size(); i++) {
		Variant ret = post_importer_plugins.write[i]->get_internal_option_update_view_required(EditorScenePostImportPlugin::InternalImportCategory(p_category), p_option, p_options);
		if (ret.get_type() == Variant::BOOL) {
			return ret;
		}
	}
	return false;
}
void ResourceImporterScene::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const {
	r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_type", PROPERTY_HINT_TYPE_STRING, "Node"), "Node3D"));
	r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_name"), "Scene Root"));
	List<String> script_extentions;
	ResourceLoader::get_recognized_extensions_for_type("Script", &script_extentions);
	String script_ext_hint;
	for (const String &E : script_extentions) {
		if (!script_ext_hint.is_empty()) {
			script_ext_hint += ",";
		}
		script_ext_hint += "*." + E;
	}
	r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/apply_root_scale"), true));