### 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)

ERR_FAIL_NULL_MSG(mesh, "Cannot generate shape list with null mesh value");
	ERR_FAIL_NULL_MSG(mesh->get_mesh(), "Cannot generate shape list with null mesh value");
	if (!p_convex) {
		Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape();
		r_shape_list.push_back(shape);
	} else {
		Vector<Ref<Shape3D>> cd;
		cd.push_back(mesh->get_mesh()->create_convex_shape(true,  false));
		if (cd.size()) {
			for (int i = 0; i < cd.size(); i++) {
				r_shape_list.push_back(cd[i]);
			}
		}
	}
}
struct ScalableNodeCollection {
	HashSet<Node3D *> node_3ds;
	HashSet<Ref<ImporterMesh>> importer_meshes;
	HashSet<Ref<Skin>> skins;
	HashSet<Ref<Animation>> animations;
};
void _rescale_importer_mesh(Vector3 p_scale, Ref<ImporterMesh> p_mesh, bool is_shadow = false) {