### 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


accessor->max = type_max;
	accessor->min = type_min;
	accessor->normalized = false;
	accessor->count = p_attribs.size();
	accessor->type = type;
	accessor->component_type = component_type;
	accessor->byte_offset = 0;
	Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
	if (err != OK) {
		return -1;
	}
	accessor->buffer_view = buffer_view_i;
	p_state->accessors.push_back(accessor);
	return p_state->accessors.size() - 1;
}
void GLTFDocument::_calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min) {
	if (p_i == 0) {
		for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
			p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
			p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
		}
	}
	for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
		p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
		p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
		p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
		p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
	}
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> p_state, const Vector<Color> p_attribs, const bool p_for_vertex) {