### 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


for (int j = 0; j < component_count; j++) {
					if (skip_every && j > 0 && (j % skip_every) == 0) {
						dst_i += skip_bytes;
					}
					double d = *p_src;
					if (p_normalized) {
						buffer.write[dst_i] = d * 128.0;
					} else {
						buffer.write[dst_i] = d;
					}
					p_src++;
					dst_i++;
				}
			}
			int64_t old_size = gltf_buffer.size();
			gltf_buffer.resize(old_size + (buffer.size() * sizeof(int8_t)));
			memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int8_t));
			bv->byte_length = buffer.size() * sizeof(int8_t);
		} break;
		case COMPONENT_TYPE_UNSIGNED_BYTE: {
			Vector<uint8_t> buffer;
			buffer.resize(p_count * component_count);
			int32_t dst_i = 0;
			for (int i = 0; i < p_count; i++) {
				for (int j = 0; j < component_count; j++) {
					if (skip_every && j > 0 && (j % skip_every) == 0) {
						dst_i += skip_bytes;
					}
					double d = *p_src;
					if (p_normalized) {