### 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


if (requires_extra_node) {
		current_node = nullptr;
		
		if (!is_skinned_mesh) {
			
			BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, p_node_index);
			p_scene_parent->add_child(bone_attachment, true);
			bone_attachment->set_owner(p_scene_root);
			
			bone_attachment->set_name(gltf_node->get_name());
			
			
			p_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, p_scene_parent);
			if (current_node) {
				break;
			}
		}
		
		if (!current_node) {
			if (gltf_node->mesh >= 0) {
				current_node = _generate_mesh_instance(p_state, p_node_index);
			} else if (gltf_node->camera >= 0) {
				current_node = _generate_camera(p_state, p_node_index);
			} else if (gltf_node->light >= 0) {
				current_node = _generate_light(p_state, p_node_index);