### 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)

ERR_FAIL_NULL_V(p_state, nullptr);
	ERR_FAIL_INDEX_V(0, p_state->root_nodes.size(), nullptr);
	Error err = OK;
	GLTFNodeIndex gltf_root = p_state->root_nodes.write[0];
	Node *gltf_root_node = p_state->get_scene_node(gltf_root);
	Node *root = gltf_root_node->get_parent();
	ERR_FAIL_NULL_V(root, nullptr);
	_process_mesh_instances(p_state, root);
	if (p_state->get_create_animations() && p_state->animations.size()) {
		AnimationPlayer *ap = memnew(AnimationPlayer);
		root->add_child(ap, true);
		ap->set_owner(root);
		for (int i = 0; i < p_state->animations.size(); i++) {
			_import_animation(p_state, ap, i, p_bake_fps, p_trimming, p_remove_immutable_tracks);
		}
	}
	for (KeyValue<GLTFNodeIndex, Node *> E : p_state->scene_nodes) {
		ERR_CONTINUE(!E.value);
		for (Ref<GLTFDocumentExtension> ext : document_extensions) {
			ERR_CONTINUE(ext.is_null());
			ERR_CONTINUE(!p_state->json.has("nodes"));
			Array nodes = p_state->json["nodes"];
			ERR_CONTINUE(E.key >= nodes.size());
			ERR_CONTINUE(E.key < 0);
			Dictionary node_json = nodes[E.key];
			Ref<GLTFNode> gltf_node = p_state->nodes[E.key];
			err = ext->import_node(p_state, gltf_node, node_json, E.value);