### 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


for (int i = 0; i < (a->count * component_count); i++) {
			dst_buffer.write[i] = 0;
		}
	}
	if (a->sparse_count > 0) {
		
		Vector<double> indices;
		indices.resize(a->sparse_count);
		const int indices_component_size = _get_component_type_size(a->sparse_indices_component_type);
		Error err = _decode_buffer_view(p_state, indices.ptrw(), a->sparse_indices_buffer_view, 0, 0, indices_component_size, a->sparse_count, TYPE_SCALAR, 1, a->sparse_indices_component_type, indices_component_size, false, a->sparse_indices_byte_offset, false);
		if (err != OK) {
			return Vector<double>();
		}
		Vector<double> data;
		data.resize(component_count * a->sparse_count);
		err = _decode_buffer_view(p_state, data.ptrw(), a->sparse_values_buffer_view, skip_every, skip_bytes, element_size, a->sparse_count, a->type, component_count, a->component_type, component_size, a->normalized, a->sparse_values_byte_offset, p_for_vertex);
		if (err != OK) {
			return Vector<double>();
		}
		for (int i = 0; i < indices.size(); i++) {
			const int write_offset = int(indices[i]) * component_count;
			for (int j = 0; j < component_count; j++) {
				dst[write_offset + j] = data[i * component_count + j];
			}
		}
	}
	return dst_buffer;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> p_state, const Vector<int32_t> p_attribs, const bool p_for_vertex) {