### Godot version

4.0.beta12.mono.official [3c9bf4bc2]

### System information

Windows 11, RTX 2060 SUPER, Forward+

### Issue description


![importedresult](https://user-images.githubusercontent.com/8694578/212750035-9d2febb8-1ab7-43d2-accd-4be63868b815.png)
This is the result when I import an animation I saved on an identical model in a different scene.

![expectedoutput](https://user-images.githubusercontent.com/8694578/212750148-86d76637-ace1-41f1-8039-67bbca52e6e6.png)
Here is what the animation looks like in the scene where the animation is saved.

I have a model with animations broken up into separate glTF files. Each file has an identical setup except for a differing animation. My expectation is that when I import an animation saved from within another scene, I expect the animation to work the same as it does in the scene that saved it. This is **NOT** the case, and, as you'll see, when I import the animation into the animation library of the base model I get a "slanted" result.

### Steps to reproduce

### How to Reproduce w/Reproduction Project
1. Open "tt_r_chr_dgs_skirt_neutral.gltf" in a new scene. **MAKE SURE THIS SCENE ISN'T INHERITED -- no yellow text in the explorer**
2. Select the **AnimationPlayer**, open the "Animation" pane, and hit the **Play** button. You should see a basic idle animation playing.
3. Save the animation by hitting **Animation** > **Manage Animations..** > and hit the floppy disk icon to the right of the **"default"** animation. Save this animation and close the scene. You're done in this scene.
4. Open "tt_r_chr_dgs_skirt.gltf" in a new scene. **MAKE SURE THIS SCENE ISN'T INHERITED -- no yellow text in the explorer**
5. Add an **AnimationPlayer** node underneath the root node **"tt_r_chr_dgs_skirt"**. The AnimationPlayer should automatically fill in the Root Node after you create it.
6. Select the new AnimationPlayer node and head to the "Animation" pane. You should have an empty Animation editor.
7. Open the animation you saved earlier by hitting **Animation** > **Manage Animations..** > **Add Library**. You can call this library whatever you want. Now, hit the folder icon and browse to the animation you saved earlier. Hit **OK** and play the animation. You should see that the imported animation is slanted.

### Minimal reproduction project

[ReproductionProject.zip](https://github.com/godotengine/godot/files/10428763/ReproductionProject.zip)

**NOTE: YOU DO NOT NEED THE MATERIALS OR THE SCRIPT TO REPRODUCE THIS ISSUE. IGNORE ANY DEPENDENCY ISSUES**
if (sgm.has("glossinessFactor")) {
				spec_gloss->gloss_factor = sgm["glossinessFactor"];
				material->set_roughness(1.0f - CLAMP(spec_gloss->gloss_factor, 0.0f, 1.0f));
			}
			if (sgm.has("specularGlossinessTexture")) {
				const Dictionary &spec_gloss_texture = sgm["specularGlossinessTexture"];
				if (spec_gloss_texture.has("index")) {
					const Ref<Texture2D> orig_texture = _get_texture(p_state, spec_gloss_texture["index"], TEXTURE_TYPE_GENERIC);
					if (orig_texture.is_valid()) {
						spec_gloss->spec_gloss_img = orig_texture->get_image();
					}
				}
			}
			spec_gloss_to_rough_metal(spec_gloss, material);
		} else if (d.has("pbrMetallicRoughness")) {
			const Dictionary &mr = d["pbrMetallicRoughness"];
			if (mr.has("baseColorFactor")) {
				const Array &arr = mr["baseColorFactor"];
				ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
				const Color c = Color(arr[0], arr[1], arr[2], arr[3]).linear_to_srgb();
				material->set_albedo(c);
			}
			if (mr.has("baseColorTexture")) {
				const Dictionary &bct = mr["baseColorTexture"];
				if (bct.has("index")) {
					Ref<GLTFTextureSampler> bct_sampler = _get_sampler_for_texture(p_state, bct["index"]);
					material->set_texture_filter(bct_sampler->get_filter_mode());
					material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, bct_sampler->get_wrap_mode());
					material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC));
				}