### 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 (cur_custom.size() > 0) {
					array[Mesh::ARRAY_CUSTOM0 + custom_i] = cur_custom;
					int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
					if (num_channels == 2) {
						flags |= Mesh::ARRAY_CUSTOM_RG_FLOAT << custom_shift;
					} else {
						flags |= Mesh::ARRAY_CUSTOM_RGBA_FLOAT << custom_shift;
					}
				}
			}
			if (a.has("COLOR_0")) {
				array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(p_state, a["COLOR_0"], true);
				has_vertex_color = true;
			}
			if (a.has("JOINTS_0") && !a.has("JOINTS_1")) {
				array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true);
			} else if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
				PackedInt32Array joints_0 = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true);
				PackedInt32Array joints_1 = _decode_accessor_as_ints(p_state, a["JOINTS_1"], true);
				ERR_FAIL_COND_V(joints_0.size() != joints_1.size(), ERR_INVALID_DATA);
				int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
				Vector<int> joints;
				joints.resize(vertex_num * weight_8_count);
				for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
					joints.write[vertex_i * weight_8_count + 0] = joints_0[vertex_i * JOINT_GROUP_SIZE + 0];
					joints.write[vertex_i * weight_8_count + 1] = joints_0[vertex_i * JOINT_GROUP_SIZE + 1];
					joints.write[vertex_i * weight_8_count + 2] = joints_0[vertex_i * JOINT_GROUP_SIZE + 2];
					joints.write[vertex_i * weight_8_count + 3] = joints_0[vertex_i * JOINT_GROUP_SIZE + 3];
					joints.write[vertex_i * weight_8_count + 4] = joints_1[vertex_i * JOINT_GROUP_SIZE + 0];