### 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)

ClassDB::bind_method(D_METHOD("append_from_file", "path", "state", "flags", "base_path"),
			&GLTFDocument::append_from_file, DEFVAL(0), DEFVAL(String()));
	ClassDB::bind_method(D_METHOD("append_from_buffer", "bytes", "base_path", "state", "flags"),
			&GLTFDocument::append_from_buffer, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("append_from_scene", "node", "state", "flags"),
			&GLTFDocument::append_from_scene, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("generate_scene", "state", "bake_fps", "trimming", "remove_immutable_tracks"),
			&GLTFDocument::generate_scene, DEFVAL(30), DEFVAL(false), DEFVAL(true));
	ClassDB::bind_method(D_METHOD("generate_buffer", "state"),
			&GLTFDocument::generate_buffer);
	ClassDB::bind_method(D_METHOD("write_to_filesystem", "state", "path"),
			&GLTFDocument::write_to_filesystem);
	ClassDB::bind_static_method("GLTFDocument", D_METHOD("register_gltf_document_extension", "extension", "first_priority"),
			&GLTFDocument::register_gltf_document_extension, DEFVAL(false));
	ClassDB::bind_static_method("GLTFDocument", D_METHOD("unregister_gltf_document_extension", "extension"),
			&GLTFDocument::unregister_gltf_document_extension);
}
void GLTFDocument::_build_parent_hierachy(Ref<GLTFState> p_state) {