### 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


}
						array_copy[Mesh::ARRAY_VERTEX] = varr;
					}
					if (t.has("NORMAL")) {
						Vector<Vector3> narr = _decode_accessor_as_vec3(p_state, t["NORMAL"], true);
						const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
						int size = src_narr.size();
						ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
						{
							int max_idx = narr.size();
							narr.resize(size);
							Vector3 *w_narr = narr.ptrw();
							const Vector3 *r_narr = narr.ptr();
							const Vector3 *r_src_narr = src_narr.ptr();
							for (int l = 0; l < size; l++) {
								if (l < max_idx) {
									w_narr[l] = r_narr[l] + r_src_narr[l];
								} else {
									w_narr[l] = r_src_narr[l];
								}
							}
						}
						array_copy[Mesh::ARRAY_NORMAL] = narr;
					}
					if (t.has("TANGENT")) {
						const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(p_state, t["TANGENT"], true);
						const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
						ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
						Vector<float> tangents_v4;
						{