### 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)

p_src++;
					dst_i++;
				}
			}
			int64_t old_size = gltf_buffer.size();
			gltf_buffer.resize(old_size + (buffer.size() * sizeof(float)));
			memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float));
			bv->byte_length = buffer.size() * sizeof(float);
		} break;
	}
	ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_INVALID_DATA);
	ERR_FAIL_COND_V((int)(offset + buffer_end) > gltf_buffer.size(), ERR_INVALID_DATA);
	r_accessor = bv->buffer = p_state->buffer_views.size();
	p_state->buffer_views.push_back(bv);
	return OK;
}
Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> p_state, double *p_dst, const GLTFBufferViewIndex p_buffer_view, const int p_skip_every, const int p_skip_bytes, const int p_element_size, const int p_count, const GLTFType p_type, const int p_component_count, const int p_component_type, const int p_component_size, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex) {
	const Ref<GLTFBufferView> bv = p_state->buffer_views[p_buffer_view];
	int stride = p_element_size;
	if (bv->byte_stride != -1) {
		stride = bv->byte_stride;
	}
	if (p_for_vertex && stride % 4) {
		stride += 4 - (stride % 4); 
	}
	ERR_FAIL_INDEX_V(bv->buffer, p_state->buffers.size(), ERR_PARSE_ERROR);
	const uint32_t offset = bv->byte_offset + p_byte_offset;
	Vector<uint8_t> buffer = p_state->buffers[bv->buffer]; 
	const uint8_t *bufptr = buffer.ptr();