### 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


}
					}
					gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
					attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, first_channel, true);
					gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
					attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, second_channel, true);
				}
			}
			{
				Vector<Color> a = array[Mesh::ARRAY_COLOR];
				if (a.size()) {
					attributes["COLOR_0"] = _encode_accessor_as_color(p_state, a, true);
				}
			}
			HashMap<int, int> joint_i_to_bone_i;
			for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
				GLTFSkinIndex skin_i = -1;
				if (p_state->nodes[node_i]->mesh == gltf_mesh_i) {
					skin_i = p_state->nodes[node_i]->skin;
				}
				if (skin_i != -1) {
					joint_i_to_bone_i = p_state->skins[skin_i]->joint_i_to_bone_i;
					break;
				}
			}
			{
				const Array &a = array[Mesh::ARRAY_BONES];
				const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
				if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
					const int ret_size = a.size() / JOINT_GROUP_SIZE;