### 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


if (!p_state->json.has("skins")) {
		return OK;
	}
	const Array &skins = p_state->json["skins"];
	
	for (int i = 0; i < skins.size(); i++) {
		const Dictionary &d = skins[i];
		Ref<GLTFSkin> skin;
		skin.instantiate();
		ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
		const Array &joints = d["joints"];
		if (d.has("inverseBindMatrices")) {
			skin->inverse_binds = _decode_accessor_as_xform(p_state, d["inverseBindMatrices"], false);
			ERR_FAIL_COND_V(skin->inverse_binds.size() != joints.size(), ERR_PARSE_ERROR);
		}
		for (int j = 0; j < joints.size(); j++) {
			const GLTFNodeIndex node = joints[j];
			ERR_FAIL_INDEX_V(node, p_state->nodes.size(), ERR_PARSE_ERROR);
			skin->joints.push_back(node);
			skin->joints_original.push_back(node);
			p_state->nodes.write[node]->joint = true;
		}
		if (d.has("name") && !String(d["name"]).is_empty()) {
			skin->set_name(d["name"]);
		} else {
			skin->set_name(vformat("skin_%s", itos(i)));