### 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


w[k + 3] /= total;
							w[k + 4] /= total;
							w[k + 5] /= total;
							w[k + 6] /= total;
							w[k + 7] /= total;
						}
					}
				}
				array[Mesh::ARRAY_WEIGHTS] = weights;
			}
			if (p.has("indices")) {
				Vector<int> indices = _decode_accessor_as_ints(p_state, p["indices"], false);
				if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
					
					const int is = indices.size();
					int *w = indices.ptrw();
					for (int k = 0; k < is; k += 3) {
						SWAP(w[k + 1], w[k + 2]);
					}
				}
				array[Mesh::ARRAY_INDEX] = indices;
			} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
				
				const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
				ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
				Vector<int> indices;
				const int vs = vertices.size();
				indices.resize(vs);
				{
					int *w = indices.ptrw();