### 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


anim_end = MAX(anim_end, track.position_track.times[i]);
			}
			for (int i = 0; i < track.scale_track.times.size(); i++) {
				anim_end = MAX(anim_end, track.scale_track.times[i]);
			}
			for (int i = 0; i < track.weight_tracks.size(); i++) {
				for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
					anim_end = MAX(anim_end, track.weight_tracks[i].times[j]);
				}
			}
		}
		
		const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0;
		if ((track.rotation_track.values.size() || track.position_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
			
			int base_idx = animation->get_track_count();
			int position_idx = -1;
			int rotation_idx = -1;
			int scale_idx = -1;
			if (track.position_track.values.size()) {
				bool is_default = true; 
				if (p_remove_immutable_tracks) {
					Vector3 base_pos = p_state->nodes[track_i.key]->position;
					for (int i = 0; i < track.position_track.times.size(); i++) {
						Vector3 value = track.position_track.values[track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i];
						if (!value.is_equal_approx(base_pos)) {
							is_default = false;
							break;
						}
					}