Nerdzmasterz Hi! I hope you have solved this issue by now, but I just wanted to reopen this thread to share what worked for me in case any other person is having the same issue.
Apparently, as of now Godot has a limitation regarding the exported mesh node structure:
Through a quick analysis, I found out that the actual issue is that the MeshInstance node in the exported .glf files are too deep in the hierarchy for the Godot exporter to find when it's generating the mesh library. What I am doing to work around this issue is simplifying the hierarchy the most I can in Blender before exporting the model, making sure that the actual mesh is as close to the root as it can. This trick has consistently worked for me so far.