### 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)

String path = p_animation->track_get_path(p_track_i);
	for (int32_t key_i = 0; key_i < key_count; key_i++) {
		times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
	}
	if (track_type == Animation::TYPE_SCALE_3D) {
		p_track.scale_track.times = times;
		p_track.scale_track.interpolation = gltf_interpolation;
		p_track.scale_track.values.resize(key_count);
		for (int32_t key_i = 0; key_i < key_count; key_i++) {
			Vector3 scale;
			Error err = p_animation->scale_track_get_key(p_track_i, key_i, &scale);
			ERR_CONTINUE(err != OK);
			p_track.scale_track.values.write[key_i] = scale;
		}
	} else if (track_type == Animation::TYPE_POSITION_3D) {
		p_track.position_track.times = times;
		p_track.position_track.values.resize(key_count);
		p_track.position_track.interpolation = gltf_interpolation;
		for (int32_t key_i = 0; key_i < key_count; key_i++) {
			Vector3 position;
			Error err = p_animation->position_track_get_key(p_track_i, key_i, &position);
			ERR_CONTINUE(err != OK);
			p_track.position_track.values.write[key_i] = position;
		}
	} else if (track_type == Animation::TYPE_ROTATION_3D) {
		p_track.rotation_track.times = times;
		p_track.rotation_track.interpolation = gltf_interpolation;
		p_track.rotation_track.values.resize(key_count);
		for (int32_t key_i = 0; key_i < key_count; key_i++) {
			Quaternion rotation;