### 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)

return animation_players.size();
}
AnimationPlayer *GLTFState::get_animation_player(int idx) {
	ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
	return animation_players[idx];
}
void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {
	discard_meshes_and_materials = p_discard_meshes_and_materials;
}
bool GLTFState::get_discard_meshes_and_materials() {
	return discard_meshes_and_materials;
}
String GLTFState::get_base_path() {
	return base_path;
}
void GLTFState::set_base_path(String p_base_path) {
	base_path = p_base_path;
}
Variant GLTFState::get_additional_data(const StringName &p_extension_name) {
	return additional_data[p_extension_name];
}
void GLTFState::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
	additional_data[p_extension_name] = p_additional_data;
}