### 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


String shape_name = mesh->get_blend_shape_name(shape_i);
					NodePath shape_path = String(path) + ":" + shape_name;
					int32_t shape_track_i = animation->find_track(shape_path, Animation::TYPE_BLEND_SHAPE);
					if (shape_track_i == -1) {
						GLTFAnimation::Channel<real_t> weight;
						weight.interpolation = GLTFAnimation::INTERP_LINEAR;
						weight.times.push_back(0.0f);
						weight.times.push_back(0.0f);
						weight.values.push_back(0.0f);
						weight.values.push_back(0.0f);
						track.weight_tracks.push_back(weight);
						continue;
					}
					Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
					GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
					if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
						gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
					} else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
						gltf_interpolation = GLTFAnimation::INTERP_STEP;
					} else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
						gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
					}
					int32_t key_count = animation->track_get_key_count(shape_track_i);
					GLTFAnimation::Channel<real_t> weight;
					weight.interpolation = gltf_interpolation;
					weight.times.resize(key_count);
					for (int32_t time_i = 0; time_i < key_count; time_i++) {
						weight.times.write[time_i] = animation->track_get_key_time(shape_track_i, time_i);
					}
					weight.values.resize(key_count);