### 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


}
}
void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index) {
	Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
	Node3D *current_node = nullptr;
	Skeleton3D *skeleton = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
	
	const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
	const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
	Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
	if (active_skeleton != skeleton) {
		if (active_skeleton) {
			
			ERR_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
			BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
			p_scene_parent->add_child(bone_attachment, true);
			bone_attachment->set_owner(p_scene_root);
			
			bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D"));
			
			
			p_scene_parent = bone_attachment;
		}
		if (skeleton->get_parent() == nullptr) {
			p_scene_parent->add_child(skeleton, true);
			skeleton->set_owner(p_scene_root);
		}
	}
	active_skeleton = skeleton;
	current_node = active_skeleton;