### 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


for (int k = 0; k < vs; k += 3) {
						w[k] = k;
						w[k + 1] = k + 2;
						w[k + 2] = k + 1;
					}
				}
				array[Mesh::ARRAY_INDEX] = indices;
			}
			bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL"));
			Ref<SurfaceTool> mesh_surface_tool;
			mesh_surface_tool.instantiate();
			mesh_surface_tool->create_from_triangle_arrays(array);
			if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
				mesh_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
			}
			mesh_surface_tool->index();
			if (generate_tangents) {
				
				mesh_surface_tool->generate_tangents();
			}
			array = mesh_surface_tool->commit_to_arrays();
			Array morphs;
			
			if (p.has("targets")) {
				print_verbose("glTF: Mesh has targets");
				const Array &targets = p["targets"];
				
				
				import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
				if (j == 0) {