### 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)

GDVIRTUAL_CALL(_get_import_options, p_path);
}
Variant EditorSceneFormatImporter::get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) {
	Variant ret;
	GDVIRTUAL_CALL(_get_option_visibility, p_path, p_for_animation, p_option, ret);
	return ret;
}
void EditorSceneFormatImporter::_bind_methods() {
	GDVIRTUAL_BIND(_get_import_flags);
	GDVIRTUAL_BIND(_get_extensions);
	GDVIRTUAL_BIND(_import_scene, "path", "flags", "options");
	GDVIRTUAL_BIND(_get_import_options, "path");
	GDVIRTUAL_BIND(_get_option_visibility, "path", "for_animation", "option");
	BIND_CONSTANT(IMPORT_SCENE);
	BIND_CONSTANT(IMPORT_ANIMATION);
	BIND_CONSTANT(IMPORT_FAIL_ON_MISSING_DEPENDENCIES);
	BIND_CONSTANT(IMPORT_GENERATE_TANGENT_ARRAYS);
	BIND_CONSTANT(IMPORT_USE_NAMED_SKIN_BINDS);
	BIND_CONSTANT(IMPORT_DISCARD_MESHES_AND_MATERIALS);
}
void EditorScenePostImport::_bind_methods() {
	GDVIRTUAL_BIND(_post_import, "scene")
	ClassDB::bind_method(D_METHOD("get_source_file"), &EditorScenePostImport::get_source_file);
}
Node *EditorScenePostImport::post_import(Node *p_scene) {