### 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 (cur_custom.size() > 0) {
					array[Mesh::ARRAY_CUSTOM0 + custom_i] = cur_custom;
					int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
					if (num_channels == 2) {
						flags |= Mesh::ARRAY_CUSTOM_RG_FLOAT << custom_shift;
					} else {
						flags |= Mesh::ARRAY_CUSTOM_RGBA_FLOAT << custom_shift;
					}
				}
			}
			if (a.has("COLOR_0")) {
				array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(p_state, a["COLOR_0"], true);
				has_vertex_color = true;
			}
			if (a.has("JOINTS_0") && !a.has("JOINTS_1")) {
				array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true);
			} else if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
				PackedInt32Array joints_0 = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true);
				PackedInt32Array joints_1 = _decode_accessor_as_ints(p_state, a["JOINTS_1"], true);
				ERR_FAIL_COND_V(joints_0.size() != joints_1.size(), ERR_INVALID_DATA);
				int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
				Vector<int> joints;
				joints.resize(vertex_num * weight_8_count);
				for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
					joints.write[vertex_i * weight_8_count + 0] = joints_0[vertex_i * JOINT_GROUP_SIZE + 0];
					joints.write[vertex_i * weight_8_count + 1] = joints_0[vertex_i * JOINT_GROUP_SIZE + 1];
					joints.write[vertex_i * weight_8_count + 2] = joints_0[vertex_i * JOINT_GROUP_SIZE + 2];
					joints.write[vertex_i * weight_8_count + 3] = joints_0[vertex_i * JOINT_GROUP_SIZE + 3];
					joints.write[vertex_i * weight_8_count + 4] = joints_1[vertex_i * JOINT_GROUP_SIZE + 0];