### 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


} else if (String(orig_track_path).contains(":transform")) {
			const Vector<String> node_suffix = String(orig_track_path).split(":transform");
			const NodePath path = node_suffix[0];
			const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : p_state->scene_nodes) {
				if (transform_track_i.value == node) {
					GLTFAnimation::Track track;
					track = _convert_animation_track(p_state, track, animation, track_i, transform_track_i.key);
					gltf_animation->get_tracks().insert(transform_track_i.key, track);
				}
			}
		} else if (String(orig_track_path).contains(":") && animation->track_get_type(track_i) == Animation::TYPE_BLEND_SHAPE) {
			const Vector<String> node_suffix = String(orig_track_path).split(":");
			const NodePath path = node_suffix[0];
			const String suffix = node_suffix[1];
			Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
			Ref<Mesh> mesh = mi->get_mesh();
			ERR_CONTINUE(mesh.is_null());
			int32_t mesh_index = -1;
			for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : p_state->scene_nodes) {
				if (mesh_track_i.value == node) {
					mesh_index = mesh_track_i.key;
				}
			}
			ERR_CONTINUE(mesh_index == -1);
			HashMap<int, GLTFAnimation::Track> &tracks = gltf_animation->get_tracks();
			GLTFAnimation::Track track = gltf_animation->get_tracks().has(mesh_index) ? gltf_animation->get_tracks()[mesh_index] : GLTFAnimation::Track();
			if (!tracks.has(mesh_index)) {
				for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {