### 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


const Color DIELECTRIC_SPECULAR = Color(0.04f, 0.04f, 0.04f);
	Color specular = Color(p_specular_factor.r, p_specular_factor.g, p_specular_factor.b);
	const float one_minus_specular_strength = 1.0f - get_max_component(specular);
	const float dielectric_specular_red = DIELECTRIC_SPECULAR.r;
	float brightness_diffuse = get_perceived_brightness(p_diffuse);
	const float brightness_specular = get_perceived_brightness(specular);
	r_metallic = solve_metallic(dielectric_specular_red, brightness_diffuse, brightness_specular, one_minus_specular_strength);
	const float one_minus_metallic = 1.0f - r_metallic;
	const Color base_color_from_diffuse = p_diffuse * (one_minus_specular_strength / (1.0f - dielectric_specular_red) / MAX(one_minus_metallic, CMP_EPSILON));
	const Color base_color_from_specular = (specular - (DIELECTRIC_SPECULAR * (one_minus_metallic))) * (1.0f / MAX(r_metallic, CMP_EPSILON));
	r_base_color.r = Math::lerp(base_color_from_diffuse.r, base_color_from_specular.r, r_metallic * r_metallic);
	r_base_color.g = Math::lerp(base_color_from_diffuse.g, base_color_from_specular.g, r_metallic * r_metallic);
	r_base_color.b = Math::lerp(base_color_from_diffuse.b, base_color_from_specular.b, r_metallic * r_metallic);
	r_base_color.a = p_diffuse.a;
	r_base_color = r_base_color.clamp();
}
GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> p_state, const Vector<GLTFNodeIndex> &p_subset) {
	int highest = -1;
	GLTFNodeIndex best_node = -1;
	for (int i = 0; i < p_subset.size(); ++i) {
		const GLTFNodeIndex node_i = p_subset[i];
		const Ref<GLTFNode> node = p_state->nodes[node_i];
		if (highest == -1 || node->height < highest) {
			highest = node->height;
			best_node = node_i;
		}
	}
	return best_node;
}
bool GLTFDocument::_capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin, const GLTFNodeIndex p_node_index) {