### Godot version

4.0.dev.935a6ef46b7c6af4239b6adce41b8198f051b57a

### System information

macOS 13.1

### Issue description

EDIT: Will be fixed by https://github.com/godotengine/godot/pull/72440

The GLTF importer crashes the engine when importing models from a file at runtime.

I have not traced the issue fully yet, but it was introduced sometime in the last 5 days, between d1e5903c67956707948b1de370b807e3aad395b7 and 935a6ef46b7c6af4239b6adce41b8198f051b57a

```
  ================================================================
  handle_crash: Program crashed with signal 11
  Engine version: Godot Engine v4.0.beta.mirror (024c2181d5173f5b4ebf202dd3252b488ec34bc4)
  Dumping the backtrace. Please include this when reporting the bug to the project developer.
  [1] 1   libsystem_platform.dylib            0x00000001854632a4 _sigtramp + 56
  [2] GLTFDocument::_parse_images(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 9080
  [3] GLTFDocument::_parse_gltf_state(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 684
  [4] GLTFDocument::_parse(Ref<GLTFState>, String, Ref<FileAccess>) (in godot.macos.editor.arm64) + 1976
  [5] GLTFDocument::append_from_file(String, Ref<GLTFState>, unsigned int, String) (in godot.macos.editor.arm64) + 780
```

Full stack trace:

<details>

```
  ================================================================
  handle_crash: Program crashed with signal 11
  Engine version: Godot Engine v4.0.beta.mirror (024c2181d5173f5b4ebf202dd3252b488ec34bc4)
  Dumping the backtrace. Please include this when reporting the bug to the project developer.
  [1] 1   libsystem_platform.dylib            0x00000001854632a4 _sigtramp + 56
  [2] GLTFDocument::_parse_images(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 9080
  [3] GLTFDocument::_parse_gltf_state(Ref<GLTFState>, String const&) (in godot.macos.editor.arm64) + 684
  [4] GLTFDocument::_parse(Ref<GLTFState>, String, Ref<FileAccess>) (in godot.macos.editor.arm64) + 1976
  [5] GLTFDocument::append_from_file(String, Ref<GLTFState>, unsigned int, String) (in godot.macos.editor.arm64) + 780
  [6] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
  [7] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
  [8] GLTFDocument::_parse_gltf_extensions(Ref<GLTFState>)
  [9] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (in godot.macos.editor.arm64) + 73812
  [10] Variant::callp(StringName const&, Variant const**, int, Variant&, Callable::CallError&) (in godot.macos.editor.arm64) + 228
  [11] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (in godot.macos.editor.arm64) + 63144
  [12] GDScriptInstance::callp(StringName const&, Variant const**, int, Callable::CallError&) (in godot.macos.editor.arm64) + 348
  [13] Object::callp(StringName const&, Variant const**, int, Callable::CallError&) (in godot.macos.editor.arm64) + 188
  [14] Callable::callp(Variant const**, int, Variant&, Callable::CallError&) const (in godot.macos.editor.arm64) + 176
  [15] CallableCustomBind::call(Variant const**, int, Variant&, Callable::CallError&) const (in godot.macos.editor.arm64) + 452
  [16] core_bind::Thread::_start_func(void*) (in godot.macos.editor.arm64) + 552
  [17] Thread::callback(Thread*, Thread::Settings const&, void (*)(void*), void*) (in godot.macos.editor.arm64) + 176
  [18] Thread::~Thread()
  [19] 19  libsystem_pthread.dylib             0x000000018543506c _pthread_start + 148
```

</details>

### Steps to reproduce

Occurs when importing GLTF models at runtime. The same models import correctly when placed in the `res://` folder and imported by the editor. I will try to isolate this to a single model (or maybe it occurs on all? dunno yet).

### Minimal reproduction project

It occurs on my company's project, I will try to reproduce it in a smaller project, but wanted to open this issue ASAP in case someone already has an idea of what would be causing this.
const Array bsarr = surf_data_by_mesh[surf_idx].bsarr;
		const Dictionary lods = surf_data_by_mesh[surf_idx].lods;
		const int fmt_compress_flags = surf_data_by_mesh[surf_idx].fmt_compress_flags;
		const String name = surf_data_by_mesh[surf_idx].name;
		const Ref<Material> mat = surf_data_by_mesh[surf_idx].mat;
		p_mesh->add_surface(prim, arr, bsarr, lods, mat, name, fmt_compress_flags);
	}
	if (!is_shadow && p_mesh->get_shadow_mesh() != p_mesh && p_mesh->get_shadow_mesh().is_valid()) {
		_rescale_importer_mesh(p_scale, p_mesh->get_shadow_mesh(), true);
	}
}
void _rescale_skin(Vector3 p_scale, Ref<Skin> p_skin) {
	
	for (int i = 0; i < p_skin->get_bind_count(); i++) {
		Transform3D transform = p_skin->get_bind_pose(i);
		p_skin->set_bind_pose(i, Transform3D(transform.basis, p_scale * transform.origin));
	}
}
void _rescale_animation(Vector3 p_scale, Ref<Animation> p_animation) {
	for (int track_idx = 0; track_idx < p_animation->get_track_count(); track_idx++) {
		if (p_animation->track_get_type(track_idx) == Animation::TYPE_POSITION_3D) {
			for (int key_idx = 0; key_idx < p_animation->track_get_key_count(track_idx); key_idx++) {
				Vector3 value = p_animation->track_get_key_value(track_idx, key_idx);
				value = p_scale * value;
				p_animation->track_set_key_value(track_idx, key_idx, value);
			}
		}
	}
}
void _apply_basis_to_scalable_node_collection(ScalableNodeCollection &p_dictionary, Vector3 p_scale) {