### 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


StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
	Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
			const GLTFTextureIndex p_texture);
	Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
	Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
	void _compute_node_heights(Ref<GLTFState> p_state);
	Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
	Error _parse_buffer_views(Ref<GLTFState> p_state);
	GLTFType _get_type_from_str(const String &p_string);
	Error _parse_accessors(Ref<GLTFState> p_state);
	Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst,
			const GLTFBufferViewIndex p_buffer_view,
			const int p_skip_every, const int p_skip_bytes,
			const int p_element_size, const int p_count,
			const GLTFType p_type, const int p_component_count,
			const int p_component_type, const int p_component_size,
			const bool p_normalized, const int p_byte_offset,
			const bool p_for_vertex);
	Vector<double> _decode_accessor(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);
	Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
			const GLTFAccessorIndex p_accessor,
			const bool p_for_vertex);