### 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


Error _serialize_animations(Ref<GLTFState> p_state);
	BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
			Skeleton3D *p_skeleton,
			const GLTFNodeIndex p_node_index,
			const GLTFNodeIndex p_bone_index);
	ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
	Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
	Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
	Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
	void _assign_scene_names(Ref<GLTFState> p_state);
	template <class T>
	T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values,
			const float p_time,
			const GLTFAnimation::Interpolation p_interp);
	GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state,
			const Vector<Quaternion> p_attribs,
			const bool p_for_vertex);
	GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
			const Vector<Color> p_attribs,
			const bool p_for_vertex);
	GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
			const Vector<Color> p_attribs,
			const bool p_for_vertex);
	GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
			const Vector<real_t> p_attribs,
			const bool p_for_vertex);
	GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state,
			const Vector<Vector2> p_attribs,
			const bool p_for_vertex);
	void _calc_accessor_vec2_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector2 p_attribs, Vector<double> &p_type_min) {