### 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


int max_idx = tangents_v3.size();
							int size4 = src_tangents.size();
							tangents_v4.resize(size4);
							float *w4 = tangents_v4.ptrw();
							const Vector3 *r3 = tangents_v3.ptr();
							const float *r4 = src_tangents.ptr();
							for (int l = 0; l < size4 / 4; l++) {
								if (l < max_idx) {
									w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
									w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
									w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
								} else {
									w4[l * 4 + 0] = r4[l * 4 + 0];
									w4[l * 4 + 1] = r4[l * 4 + 1];
									w4[l * 4 + 2] = r4[l * 4 + 2];
								}
								w4[l * 4 + 3] = r4[l * 4 + 3]; 
							}
						}
						array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
					}
					Ref<SurfaceTool> blend_surface_tool;
					blend_surface_tool.instantiate();
					blend_surface_tool->create_from_triangle_arrays(array_copy);
					if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
						blend_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
					}
					blend_surface_tool->index();
					if (generate_tangents) {
						blend_surface_tool->generate_tangents();