### 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


const bool p_for_vertex);
	GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
			const Vector<Transform3D> p_attribs,
			const bool p_for_vertex);
	Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
			const int p_count, const GLTFType p_type,
			const int p_component_type, const bool p_normalized,
			const int p_byte_offset, const bool p_for_vertex,
			GLTFBufferViewIndex &r_accessor);
	Error _encode_accessors(Ref<GLTFState> p_state);
	Error _encode_buffer_views(Ref<GLTFState> p_state);
	Error _serialize_materials(Ref<GLTFState> p_state);
	Error _serialize_meshes(Ref<GLTFState> p_state);
	Error _serialize_nodes(Ref<GLTFState> p_state);
	Error _serialize_scenes(Ref<GLTFState> p_state);
	String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
	GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state,
			GLTFAnimation::Track p_track,
			Ref<Animation> p_animation,
			int32_t p_track_i,
			GLTFNodeIndex p_node_i);
	Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
	Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
	PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err);
	Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
	Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
	Error _serialize_version(Ref<GLTFState> p_state);
	Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
	Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const;
public: