### 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


bool is_default = true; 
				if (p_remove_immutable_tracks) {
					Vector3 base_scale = p_state->nodes[track_i.key]->scale;
					for (int i = 0; i < track.scale_track.times.size(); i++) {
						Vector3 value = track.scale_track.values[track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i];
						if (!value.is_equal_approx(base_scale)) {
							is_default = false;
							break;
						}
					}
				}
				if (!p_remove_immutable_tracks || !is_default) {
					scale_idx = base_idx;
					animation->add_track(Animation::TYPE_SCALE_3D);
					animation->track_set_path(scale_idx, transform_node_path);
					animation->track_set_imported(scale_idx, true); 
					base_idx++;
				}
			}
			const double increment = 1.0 / p_bake_fps;
			double time = anim_start;
			Vector3 base_pos;
			Quaternion base_rot;
			Vector3 base_scale = Vector3(1, 1, 1);
			if (rotation_idx == -1) {
				base_rot = p_state->nodes[track_i.key]->rotation.normalized();
			}
			if (position_idx == -1) {
				base_pos = p_state->nodes[track_i.key]->position;
			}