### 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


print_verbose("glTF: type " + _get_type_name(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
	print_verbose("glTF: accessor offset " + itos(p_byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv->byte_length));
	const int buffer_end = (stride * (p_count - 1)) + p_element_size;
	ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_PARSE_ERROR);
	ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
	
	for (int i = 0; i < p_count; i++) {
		const uint8_t *src = &bufptr[offset + i * stride];
		for (int j = 0; j < p_component_count; j++) {
			if (p_skip_every && j > 0 && (j % p_skip_every) == 0) {
				src += p_skip_bytes;
			}
			double d = 0;
			switch (p_component_type) {
				case COMPONENT_TYPE_BYTE: {
					int8_t b = int8_t(*src);
					if (p_normalized) {
						d = (double(b) / 128.0);
					} else {
						d = double(b);
					}
				} break;
				case COMPONENT_TYPE_UNSIGNED_BYTE: {
					uint8_t b = *src;
					if (p_normalized) {
						d = (double(b) / 255.0);
					} else {
						d = double(b);
					}
				} break;