### 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)

for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
		for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) {
			GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j];
			ERR_FAIL_INDEX_V(child_i, p_state->nodes.size(), ERR_FILE_CORRUPT);
			ERR_CONTINUE(p_state->nodes[child_i]->parent != -1); 
			p_state->nodes.write[child_i]->parent = node_i;
		}
	}
	_compute_node_heights(p_state);
	return OK;
}
void GLTFDocument::_compute_node_heights(Ref<GLTFState> p_state) {
	p_state->root_nodes.clear();
	for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
		Ref<GLTFNode> node = p_state->nodes[node_i];
		node->height = 0;
		GLTFNodeIndex current_i = node_i;
		while (current_i >= 0) {
			const GLTFNodeIndex parent_i = p_state->nodes[current_i]->parent;
			if (parent_i >= 0) {
				++node->height;
			}
			current_i = parent_i;
		}
		if (node->height == 0) {
			p_state->root_nodes.push_back(node_i);
		}
	}
}
static Vector<uint8_t> _parse_base64_uri(const String &uri) {