### 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


bool found_joint = false;
	for (int i = 0; i < p_state->nodes[p_node_index]->children.size(); ++i) {
		found_joint |= _capture_nodes_in_skin(p_state, p_skin, p_state->nodes[p_node_index]->children[i]);
	}
	if (found_joint) {
		
		if (p_state->nodes[p_node_index]->joint && p_skin->joints.find(p_node_index) < 0) {
			p_skin->joints.push_back(p_node_index);
		} else if (p_skin->non_joints.find(p_node_index) < 0) {
			p_skin->non_joints.push_back(p_node_index);
		}
	}
	if (p_skin->joints.find(p_node_index) > 0) {
		return true;
	}
	return false;
}
void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin) {