### 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


Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Error _parse_meshes(Ref<GLTFState> p_state);
	Error _serialize_textures(Ref<GLTFState> p_state);
	Error _serialize_texture_samplers(Ref<GLTFState> p_state);
	Error _serialize_images(Ref<GLTFState> p_state, const String &p_path);
	Error _serialize_lights(Ref<GLTFState> p_state);
	Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
	Error _parse_textures(Ref<GLTFState> p_state);
	Error _parse_texture_samplers(Ref<GLTFState> p_state);
	Error _parse_materials(Ref<GLTFState> p_state);
	void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_material);
	void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
			Ref<BaseMaterial3D> p_material);