### Godot version

0810ecaafdbee3ea747219e6ab3a8de5d2216a09

### System information

Windows 11, Nvidia 3000, firefox

### Issue description

Exporting the gltf file is corrupt in blender.

### Steps to reproduce

1. Open project.
2. Export as glb
3. Open in blender
4. Blender display many warnings

![image](https://user-images.githubusercontent.com/32321/216740742-de662c5c-f5c3-44b5-a36e-8ad33defdbba.png)


### Minimal reproduction project

https://cdn.discordapp.com/attachments/598003845657788438/1071249610896580691/Test_Game_Project.zip


}
		ERR_FAIL_COND_V(target_names.size() != weights.size(), FAILED);
		gltf_mesh["extras"] = e;
		gltf_mesh["primitives"] = primitives;
		meshes.push_back(gltf_mesh);
	}
	if (!meshes.size()) {
		return OK;
	}
	p_state->json["meshes"] = meshes;
	print_verbose("glTF: Total meshes: " + itos(meshes.size()));
	return OK;
}
Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) {
	if (!p_state->json.has("meshes")) {
		return OK;
	}
	Array meshes = p_state->json["meshes"];
	for (GLTFMeshIndex i = 0; i < meshes.size(); i++) {
		print_verbose("glTF: Parsing mesh: " + itos(i));
		Dictionary d = meshes[i];
		Ref<GLTFMesh> mesh;
		mesh.instantiate();
		bool has_vertex_color = false;
		ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
		Array primitives = d["primitives"];
		const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
		Ref<ImporterMesh> import_mesh;
		import_mesh.instantiate();
		String mesh_name = "mesh";