### 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


{
				Vector<Vector3> a = array[Mesh::ARRAY_VERTEX];
				ERR_FAIL_COND_V(!a.size(), ERR_INVALID_DATA);
				attributes["POSITION"] = _encode_accessor_as_vec3(p_state, a, true);
				vertex_num = a.size();
			}
			{
				Vector<real_t> a = array[Mesh::ARRAY_TANGENT];
				if (a.size()) {
					const int ret_size = a.size() / 4;
					Vector<Color> attribs;
					attribs.resize(ret_size);
					for (int i = 0; i < ret_size; i++) {
						Color out;
						out.r = a[(i * 4) + 0];
						out.g = a[(i * 4) + 1];
						out.b = a[(i * 4) + 2];
						out.a = a[(i * 4) + 3];
						attribs.write[i] = out;
					}
					attributes["TANGENT"] = _encode_accessor_as_color(p_state, attribs, true);
				}
			}
			{
				Vector<Vector3> a = array[Mesh::ARRAY_NORMAL];
				if (a.size()) {
					const int ret_size = a.size();
					Vector<Vector3> attribs;
					attribs.resize(ret_size);
					for (int i = 0; i < ret_size; i++) {