### 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


Vector3 origin = attrib.get_origin();
		attribs.write[i * element_count + 12] = Math::snapped(origin.x, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 13] = Math::snapped(origin.y, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 14] = Math::snapped(origin.z, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 15] = 1.0;
		_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
	}
	ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
	Ref<GLTFAccessor> accessor;
	accessor.instantiate();
	GLTFBufferIndex buffer_view_i;
	int64_t size = p_state->buffers[0].size();
	const GLTFType type = GLTFType::TYPE_MAT4;
	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
	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;
}
Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {