### 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


if (p_attribs.size() == 0) {
		return -1;
	}
	const int element_count = 4;
	const int ret_size = p_attribs.size() * element_count;
	Vector<double> attribs;
	attribs.resize(ret_size);
	Vector<double> type_max;
	type_max.resize(element_count);
	Vector<double> type_min;
	type_min.resize(element_count);
	for (int i = 0; i < p_attribs.size(); i++) {
		Quaternion quaternion = p_attribs[i];
		attribs.write[(i * element_count) + 0] = Math::snapped(quaternion.x, CMP_NORMALIZE_TOLERANCE);
		attribs.write[(i * element_count) + 1] = Math::snapped(quaternion.y, CMP_NORMALIZE_TOLERANCE);
		attribs.write[(i * element_count) + 2] = Math::snapped(quaternion.z, CMP_NORMALIZE_TOLERANCE);
		attribs.write[(i * element_count) + 3] = Math::snapped(quaternion.w, CMP_NORMALIZE_TOLERANCE);
		_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
	}
	ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
	Ref<GLTFAccessor> accessor;
	accessor.instantiate();
	GLTFBufferIndex buffer_view_i;
	int64_t size = p_state->buffers[0].size();
	const GLTFType type = GLTFType::TYPE_VEC4;
	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
	accessor->max = type_max;
	accessor->min = type_min;
	accessor->normalized = false;