### 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


}
		if (d.has("skeleton")) {
			skin->skin_root = d["skeleton"];
		}
		p_state->skins.push_back(skin);
	}
	for (GLTFSkinIndex i = 0; i < p_state->skins.size(); ++i) {
		Ref<GLTFSkin> skin = p_state->skins.write[i];
		
		
		ERR_FAIL_COND_V(_expand_skin(p_state, skin), ERR_PARSE_ERROR);
		ERR_FAIL_COND_V(_verify_skin(p_state, skin), ERR_PARSE_ERROR);
	}
	print_verbose("glTF: Total skins: " + itos(p_state->skins.size()));
	return OK;
}
void GLTFDocument::_recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
		RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set) {
	if (p_child_visited_set.has(p_node_index)) {
		return;
	}
	p_child_visited_set.insert(p_node_index);
	for (int i = 0; i < p_state->nodes[p_node_index]->children.size(); ++i) {
		_recurse_children(p_state, p_state->nodes[p_node_index]->children[i], p_all_skin_nodes, p_child_visited_set);
	}
	if (p_state->nodes[p_node_index]->skin < 0 || p_state->nodes[p_node_index]->mesh < 0 || !p_state->nodes[p_node_index]->children.is_empty()) {
		p_all_skin_nodes.insert(p_node_index);
	}
}
Error GLTFDocument::_determine_skeletons(Ref<GLTFState> p_state) {