### 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


int32_t vertex_num = 0;
			if (a.has("POSITION")) {
				PackedVector3Array vertices = _decode_accessor_as_vec3(p_state, a["POSITION"], true);
				array[Mesh::ARRAY_VERTEX] = vertices;
				vertex_num = vertices.size();
			}
			if (a.has("NORMAL")) {
				array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(p_state, a["NORMAL"], true);
			}
			if (a.has("TANGENT")) {
				array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(p_state, a["TANGENT"], true);
			}
			if (a.has("TEXCOORD_0")) {
				array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_0"], true);
			}
			if (a.has("TEXCOORD_1")) {
				array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_1"], true);
			}
			for (int custom_i = 0; custom_i < 3; custom_i++) {
				Vector<float> cur_custom;
				Vector<Vector2> texcoord_first;
				Vector<Vector2> texcoord_second;
				int texcoord_i = 2 + 2 * custom_i;
				String gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
				int num_channels = 0;
				if (a.has(gltf_texcoord_key)) {
					texcoord_first = _decode_accessor_as_vec2(p_state, a[gltf_texcoord_key], true);
					num_channels = 2;
				}
				gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);