### 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 (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
		Ref<GLTFNode> node = p_state->nodes[node_i];
		if (node->skin >= 0 && node->mesh >= 0) {
			const GLTFSkinIndex skin_i = node->skin;
			ImporterMeshInstance3D *mi = nullptr;
			HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i);
			if (mi_element) {
				mi = mi_element->value;
			} else {
				HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i);
				ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i));
				mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value);
				ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name()));
			}
			const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
			Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
			Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
			ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
			mi->get_parent()->remove_child(mi);
			skeleton->add_child(mi, true);
			mi->set_owner(skeleton->get_owner());
			mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
			mi->set_skeleton_path(mi->get_path_to(skeleton));
			mi->set_transform(Transform3D());
		}
	}
}
GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> p_state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i) {