### 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


if (p_specular <= p_dielectric_specular) {
		return 0.0f;
	}
	const float a = p_dielectric_specular;
	const float b = p_diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + p_specular - 2.0f * p_dielectric_specular;
	const float c = p_dielectric_specular - p_specular;
	const float D = b * b - 4.0f * a * c;
	return CLAMP((-b + Math::sqrt(D)) / (2.0f * a), 0.0f, 1.0f);
}
float GLTFDocument::get_perceived_brightness(const Color p_color) {
	const Color coeff = Color(R_BRIGHTNESS_COEFF, G_BRIGHTNESS_COEFF, B_BRIGHTNESS_COEFF);
	const Color value = coeff * (p_color * p_color);
	const float r = value.r;
	const float g = value.g;
	const float b = value.b;
	return Math::sqrt(r + g + b);
}
float GLTFDocument::get_max_component(const Color &p_color) {
	const float r = p_color.r;
	const float g = p_color.g;
	const float b = p_color.b;
	return MAX(MAX(r, g), b);
}
void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root) {