### 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


DisjointSet<GLTFNodeIndex> skeleton_sets;
	for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
		const Ref<GLTFSkin> skin = p_state->skins[skin_i];
		HashSet<GLTFNodeIndex> child_visited_set;
		RBSet<GLTFNodeIndex> all_skin_nodes;
		for (int i = 0; i < skin->joints.size(); ++i) {
			all_skin_nodes.insert(skin->joints[i]);
			_recurse_children(p_state, skin->joints[i], all_skin_nodes, child_visited_set);
		}
		for (int i = 0; i < skin->non_joints.size(); ++i) {
			all_skin_nodes.insert(skin->non_joints[i]);
			_recurse_children(p_state, skin->non_joints[i], all_skin_nodes, child_visited_set);
		}
		for (GLTFNodeIndex node_index : all_skin_nodes) {
			const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
			skeleton_sets.insert(node_index);
			if (all_skin_nodes.has(parent)) {