### 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)

arr[ArrayMesh::ARRAY_VERTEX] = vertex_array;
		}
		Array blendshapes;
		for (int bsidx = 0; bsidx < blendshape_count; bsidx++) {
			Array current_bsarr = p_mesh->get_surface_blend_shape_arrays(surf_idx, bsidx);
			Vector<Vector3> current_bs_vertex_array = current_bsarr[ArrayMesh::ARRAY_VERTEX];
			int current_bs_vert_arr_len = current_bs_vertex_array.size();
			for (int32_t bs_vert_arr_i = 0; bs_vert_arr_i < current_bs_vert_arr_len; bs_vert_arr_i++) {
				current_bs_vertex_array.write[bs_vert_arr_i] = current_bs_vertex_array[bs_vert_arr_i] * p_scale;
			}
			current_bsarr[ArrayMesh::ARRAY_VERTEX] = current_bs_vertex_array;
			blendshapes.push_back(current_bsarr);
		}
		LocalSurfData surf_data_dictionary = LocalSurfData();
		surf_data_dictionary.prim = prim;
		surf_data_dictionary.arr = arr;
		surf_data_dictionary.bsarr = blendshapes;
		surf_data_dictionary.lods = lods;
		surf_data_dictionary.fmt_compress_flags = fmt_compress_flags;
		surf_data_dictionary.name = name;
		surf_data_dictionary.mat = mat;
		surf_data_by_mesh.push_back(surf_data_dictionary);
	}
	p_mesh->clear();
	for (int bsidx = 0; bsidx < blendshape_count; bsidx++) {
		p_mesh->add_blend_shape(blendshape_names[bsidx]);
	}
	for (int surf_idx = 0; surf_idx < surf_count; surf_idx++) {
		const Mesh::PrimitiveType prim = surf_data_by_mesh[surf_idx].prim;
		const Array arr = surf_data_by_mesh[surf_idx].arr;