### 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)

return major_version;
}
void GLTFState::set_major_version(int p_major_version) {
	major_version = p_major_version;
}
int GLTFState::get_minor_version() {
	return minor_version;
}
void GLTFState::set_minor_version(int p_minor_version) {
	minor_version = p_minor_version;
}
Vector<uint8_t> GLTFState::get_glb_data() {
	return glb_data;
}
void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
	glb_data = p_glb_data;
}
bool GLTFState::get_use_named_skin_binds() {
	return use_named_skin_binds;
}
void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
	use_named_skin_binds = p_use_named_skin_binds;
}
TypedArray<GLTFNode> GLTFState::get_nodes() {
	return GLTFTemplateConvert::to_array(nodes);
}
void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
	GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
TypedArray<PackedByteArray> GLTFState::get_buffers() {