### 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)

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) {