### 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)

break;
					}
					time += increment;
					if (time >= anim_end) {
						last = true;
						time = anim_end;
					}
				}
			}
		}
	}
	animation->set_length(anim_end - anim_start);
	Ref<AnimationLibrary> library;
	if (!p_animation_player->has_animation_library("")) {
		library.instantiate();
		p_animation_player->add_animation_library("", library);
	} else {
		library = p_animation_player->get_animation_library("");
	}
	library->add_animation(anim_name, animation);
}
void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> p_state) {
	for (GLTFNodeIndex mi_node_i = 0; mi_node_i < p_state->nodes.size(); ++mi_node_i) {
		Ref<GLTFNode> node = p_state->nodes[mi_node_i];
		if (node->mesh < 0) {
			continue;
		}
		HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = p_state->scene_nodes.find(mi_node_i);
		if (!mi_element) {
			continue;