### 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


attribs.write[i] = Vector3(a[i]).normalized();
					}
					attributes["NORMAL"] = _encode_accessor_as_vec3(p_state, attribs, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
				if (a.size()) {
					attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
				if (a.size()) {
					attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			for (int custom_i = 0; custom_i < 3; custom_i++) {
				Vector<float> a = array[Mesh::ARRAY_CUSTOM0 + custom_i];
				if (a.size()) {
					int num_channels = 4;
					int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
					switch ((format >> custom_shift) & Mesh::ARRAY_FORMAT_CUSTOM_MASK) {
						case Mesh::ARRAY_CUSTOM_R_FLOAT:
							num_channels = 1;
							break;
						case Mesh::ARRAY_CUSTOM_RG_FLOAT:
							num_channels = 2;
							break;
						case Mesh::ARRAY_CUSTOM_RGB_FLOAT: