### 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


static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
			const Color &p_diffuse,
			Color &r_base_color,
			float &r_metallic);
	GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
			const Vector<GLTFNodeIndex> &p_subset);
	void _recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
			RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set);
	bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
			const GLTFNodeIndex p_node_index);
	void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
	Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
	Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
	Error _parse_skins(Ref<GLTFState> p_state);
	Error _determine_skeletons(Ref<GLTFState> p_state);
	Error _reparent_non_joint_skeleton_subtrees(
			Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton,
			const Vector<GLTFNodeIndex> &p_non_joints);
	Error _determine_skeleton_roots(Ref<GLTFState> p_state,
			const GLTFSkeletonIndex p_skel_i);
	Error _create_skeletons(Ref<GLTFState> p_state);
	Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state);
	Error _serialize_skins(Ref<GLTFState> p_state);
	Error _create_skins(Ref<GLTFState> p_state);
	bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
	void _remove_duplicate_skins(Ref<GLTFState> p_state);
	Error _serialize_cameras(Ref<GLTFState> p_state);
	Error _parse_cameras(Ref<GLTFState> p_state);
	Error _parse_lights(Ref<GLTFState> p_state);
	Error _parse_animations(Ref<GLTFState> p_state);