### 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 (mesh_settings.has("lods/normal_merge_angle")) {
						merge_angle = mesh_settings["lods/normal_merge_angle"];
					}
					if (mesh_settings.has("save_to_file/enabled") && bool(mesh_settings["save_to_file/enabled"]) && mesh_settings.has("save_to_file/path")) {
						save_to_file = mesh_settings["save_to_file/path"];
						if (!save_to_file.is_resource_file()) {
							save_to_file = "";
						}
					}
					for (int i = 0; i < post_importer_plugins.size(); i++) {
						post_importer_plugins.write[i]->internal_process(EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH, nullptr, src_mesh_node, src_mesh_node->get_mesh(), mesh_settings);
					}
				}
				if (bake_lightmaps) {
					Transform3D xf;
					Node3D *n = src_mesh_node;
					while (n) {
						xf = n->get_transform() * xf;
						n = n->get_parent_node_3d();
					}
					Vector<uint8_t> lightmap_cache;
					src_mesh_node->get_mesh()->lightmap_unwrap_cached(xf, p_lightmap_texel_size, p_src_lightmap_cache, lightmap_cache);
					if (!lightmap_cache.is_empty()) {
						if (r_lightmap_caches.is_empty()) {
							r_lightmap_caches.push_back(lightmap_cache);
						} else {
							String new_md5 = String::md5(lightmap_cache.ptr()); 
							for (int i = 0; i < r_lightmap_caches.size(); i++) {
								String md5 = String::md5(r_lightmap_caches[i].ptr());
								if (new_md5 < md5) {