### 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


}
						}
						t["POSITION"] = _encode_accessor_as_vec3(p_state, varr, true);
					}
					Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
					if (narr.size()) {
						t["NORMAL"] = _encode_accessor_as_vec3(p_state, narr, true);
					}
					Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
					if (tarr.size()) {
						const int ret_size = tarr.size() / 4;
						Vector<Vector3> attribs;
						attribs.resize(ret_size);
						for (int i = 0; i < ret_size; i++) {
							Vector3 vec3;
							vec3.x = tarr[(i * 4) + 0];
							vec3.y = tarr[(i * 4) + 1];
							vec3.z = tarr[(i * 4) + 2];
						}
						t["TANGENT"] = _encode_accessor_as_vec3(p_state, attribs, true);
					}
					targets.push_back(t);
				}
			}
			Variant v;
			if (surface_i < instance_materials.size()) {
				v = instance_materials.get(surface_i);
			}
			Ref<Material> mat = v;
			if (!mat.is_valid()) {