### 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


static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
	static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
	static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
private:
	
	
	static float solve_metallic(float p_dielectric_specular, float p_diffuse,
			float p_specular,
			float p_one_minus_specular_strength);
	static float get_perceived_brightness(const Color p_color);
	static float get_max_component(const Color &p_color);
public:
	Error append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, String p_base_path = String());
	Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> r_state, uint32_t p_flags = 0);
	Error append_from_scene(Node *p_node, Ref<GLTFState> r_state, uint32_t p_flags = 0);
public:
	Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true);
	PackedByteArray generate_buffer(Ref<GLTFState> p_state);
	Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
public:
	Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
	Error _parse_gltf_extensions(Ref<GLTFState> p_state);
	void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
	void _generate_scene_node(Ref<GLTFState> p_state, Node *p_scene_parent,
			Node3D *p_scene_root,
			const GLTFNodeIndex p_node_index);
	void _generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index);
	void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,