### 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 (in == "STEP") {
					interp = GLTFAnimation::INTERP_STEP;
				} else if (in == "LINEAR") {
					interp = GLTFAnimation::INTERP_LINEAR;
				} else if (in == "CATMULLROMSPLINE") {
					interp = GLTFAnimation::INTERP_CATMULLROMSPLINE;
					output_count = 3;
				} else if (in == "CUBICSPLINE") {
					interp = GLTFAnimation::INTERP_CUBIC_SPLINE;
					output_count = 3;
				}
			}
			const Vector<float> times = _decode_accessor_as_floats(p_state, input, false);
			if (path == "translation") {
				const Vector<Vector3> positions = _decode_accessor_as_vec3(p_state, output, false);
				track->position_track.interpolation = interp;
				track->position_track.times = Variant(times); 
				track->position_track.values = Variant(positions); 
			} else if (path == "rotation") {
				const Vector<Quaternion> rotations = _decode_accessor_as_quaternion(p_state, output, false);
				track->rotation_track.interpolation = interp;
				track->rotation_track.times = Variant(times); 
				track->rotation_track.values = rotations;
			} else if (path == "scale") {
				const Vector<Vector3> scales = _decode_accessor_as_vec3(p_state, output, false);
				track->scale_track.interpolation = interp;
				track->scale_track.times = Variant(times); 
				track->scale_track.values = Variant(scales); 
			} else if (path == "weights") {
				const Vector<float> weights = _decode_accessor_as_floats(p_state, output, false);