### 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)

attribs.write[i] = Vector3(a[i]).normalized();
					}
					attributes["NORMAL"] = _encode_accessor_as_vec3(p_state, attribs, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
				if (a.size()) {
					attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
				if (a.size()) {
					attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			for (int custom_i = 0; custom_i < 3; custom_i++) {
				Vector<float> a = array[Mesh::ARRAY_CUSTOM0 + custom_i];
				if (a.size()) {
					int num_channels = 4;
					int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
					switch ((format >> custom_shift) & Mesh::ARRAY_FORMAT_CUSTOM_MASK) {
						case Mesh::ARRAY_CUSTOM_R_FLOAT:
							num_channels = 1;
							break;
						case Mesh::ARRAY_CUSTOM_RG_FLOAT:
							num_channels = 2;
							break;
						case Mesh::ARRAY_CUSTOM_RGB_FLOAT: