### 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


arr.push_back(c.a);
			mr["baseColorFactor"] = arr;
		}
		{
			Dictionary bct;
			Ref<Texture2D> albedo_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
			GLTFTextureIndex gltf_texture_index = -1;
			if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
				albedo_texture->set_name(material->get_name() + "_albedo");
				gltf_texture_index = _set_texture(p_state, albedo_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
			}
			if (gltf_texture_index != -1) {
				bct["index"] = gltf_texture_index;
				Dictionary extensions = _serialize_texture_transform_uv1(material);
				if (!extensions.is_empty()) {
					bct["extensions"] = extensions;
					p_state->use_khr_texture_transform = true;
				}
				mr["baseColorTexture"] = bct;
			}
		}
		mr["metallicFactor"] = base_material->get_metallic();
		mr["roughnessFactor"] = base_material->get_roughness();
		bool has_roughness = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_image().is_valid();
		bool has_ao = base_material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
		bool has_metalness = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_image().is_valid();
		if (has_ao || has_roughness || has_metalness) {
			Dictionary mrt;
			Ref<Texture2D> roughness_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
			BaseMaterial3D::TextureChannel roughness_channel = base_material->get_roughness_texture_channel();