### 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)

#ifdef TOOLS_ENABLED
#include "editor_scene_importer_gltf.h"
#include "../gltf_defines.h"
#include "../gltf_document.h"
uint32_t EditorSceneFormatImporterGLTF::get_import_flags() const {
	return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
}
void EditorSceneFormatImporterGLTF::get_extensions(List<String> *r_extensions) const {
	r_extensions->push_back("gltf");
	r_extensions->push_back("glb");
}
Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t p_flags,
		const HashMap<StringName, Variant> &p_options,
		List<String> *r_missing_deps, Error *r_err) {
	Ref<GLTFDocument> doc;
	doc.instantiate();
	Ref<GLTFState> state;
	state.instantiate();
	if (p_options.has("meshes/handle_gltf_embedded_images")) {
		int32_t enum_option = p_options["meshes/handle_gltf_embedded_images"];
		state->set_handle_binary_image(enum_option);
	}
	Error err = doc->append_from_file(p_path, state, p_flags);
	if (err != OK) {
		if (r_err) {
			*r_err = err;