### 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


ERR_FAIL_NULL_V(p_material, Dictionary());
	Vector3 offset = p_material->get_uv1_offset();
	Vector3 scale = p_material->get_uv1_scale();
	return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
	ERR_FAIL_NULL_V(p_material, Dictionary());
	Vector3 offset = p_material->get_uv2_offset();
	Vector3 scale = p_material->get_uv2_scale();
	return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
Error GLTFDocument::_serialize_version(Ref<GLTFState> p_state) {
	const String version = "2.0";
	p_state->major_version = version.get_slice(".", 0).to_int();
	p_state->minor_version = version.get_slice(".", 1).to_int();
	Dictionary asset;
	asset["version"] = version;
	String hash = String(VERSION_HASH);
	asset["generator"] = String(VERSION_FULL_NAME) + String("@") + (hash.is_empty() ? String("unknown") : hash);
	p_state->json["asset"] = asset;
	ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
	ERR_FAIL_COND_V(!p_state->json.has("asset"), Error::FAILED);
	return OK;
}
Error GLTFDocument::_serialize_file(Ref<GLTFState> p_state, const String p_path) {