### 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


Ref<GLTFNode> gltf_node = p_state->nodes[node_index];
	if (gltf_node->skeleton >= 0) {
		_generate_skeleton_bone_node(p_state, scene_parent, scene_root, node_index);
		return;
	}
	Node3D *current_node = nullptr;
	
	Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
	const bool non_bone_parented_to_skeleton = active_skeleton;
	
	if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
		
		BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, node_index, gltf_node->parent);
		scene_parent->add_child(bone_attachment, true);
		bone_attachment->set_owner(scene_root);
		
		bone_attachment->set_name(gltf_node->get_name());
		
		
		scene_parent = bone_attachment;
	}
	
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		current_node = ext->generate_scene_node(p_state, gltf_node, scene_parent);
		if (current_node) {
			break;
		}