### 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)

}
			if (p_option == "primitive/height") {
				const ShapeType physics_shape = (ShapeType)p_options["physics/shape_type"].operator int();
				return generate_physics &&
						(physics_shape == SHAPE_TYPE_CYLINDER ||
								physics_shape == SHAPE_TYPE_CAPSULE);
			}
			if (p_option == "occluder/simplification_distance") {
				
				return p_options.has("generate/occluder") && p_options["generate/occluder"].operator signed int() != OCCLUDER_DISABLED;
			}
		} break;
		case INTERNAL_IMPORT_CATEGORY_MESH: {
			if (p_option == "save_to_file/path" || p_option == "save_to_file/make_streamable") {
				return p_options["save_to_file/enabled"];
			}
		} break;
		case INTERNAL_IMPORT_CATEGORY_MATERIAL: {
			if (p_option == "use_external/path") {
				return p_options["use_external/enabled"];
			}
		} break;
		case INTERNAL_IMPORT_CATEGORY_ANIMATION: {
			if (p_option == "save_to_file/path" || p_option == "save_to_file/keep_custom_tracks") {
				return p_options["save_to_file/enabled"];
			}
			if (p_option.begins_with("slice_")) {
				int max_slice = p_options["slices/amount"];
				int slice = p_option.get_slice("_", 1).to_int() - 1;
				if (slice >= max_slice) {