### 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 text;
	text.parse_utf8((const char *)json_data.ptr(), json_data.size());
	JSON json;
	Error err = json.parse(text);
	if (err != OK) {
		_err_print_error("", "", json.get_error_line(), json.get_error_message().utf8().get_data(), false, ERR_HANDLER_SCRIPT);
		return err;
	}
	p_state->json = json.get_data();
	
	chunk_length = p_file->get_32();
	chunk_type = p_file->get_32();
	if (p_file->eof_reached()) {
		return OK; 
	}
	ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); 
	p_state->glb_data.resize(chunk_length);
	len = p_file->get_buffer(p_state->glb_data.ptrw(), chunk_length);
	ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
	return OK;
}
static Array _vec3_to_arr(const Vector3 &p_vec3) {
	Array array;
	array.resize(3);
	array[0] = p_vec3.x;
	array[1] = p_vec3.y;
	array[2] = p_vec3.z;
	return array;
}
static Vector3 _arr_to_vec3(const Array &p_array) {