### 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


}
		MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->value);
		if (!mi) {
			continue;
		}
		Transform3D mi_xform = mi->get_transform();
		node->scale = mi_xform.basis.get_scale();
		node->rotation = mi_xform.basis.get_rotation_quaternion();
		node->position = mi_xform.origin;
		Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(mi->get_node(mi->get_skeleton_path()));
		if (!skeleton) {
			continue;
		}
		if (!skeleton->get_bone_count()) {
			continue;
		}
		Ref<Skin> skin = mi->get_skin();
		Ref<GLTFSkin> gltf_skin;
		gltf_skin.instantiate();
		Array json_joints;
		NodePath skeleton_path = mi->get_skeleton_path();
		Node *skel_node = mi->get_node_or_null(skeleton_path);
		Skeleton3D *godot_skeleton = nullptr;
		if (skel_node != nullptr) {
			godot_skeleton = cast_to<Skeleton3D>(skel_node);
		}
		if (godot_skeleton != nullptr && p_state->skeleton3d_to_gltf_skeleton.has(godot_skeleton->get_instance_id())) {
			
			const GLTFSkeletonIndex skeleton_gltf_i = p_state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
			Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons[skeleton_gltf_i];