### 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_i == 0) {
			for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
				p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
				p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
			}
		}
		for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
			p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
			p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
			p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
			p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
		}
	}
	GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
			const Vector<Vector3> p_attribs,
			const bool p_for_vertex);
	GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
			const Vector<Color> p_attribs,
			const bool p_for_vertex);
	void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
	GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
			const Vector<int32_t> p_attribs,