The thing is, I exported a hand model I made on Blender to Godot without any kind of animations, as I want to animate everything on godot itself. The problem is that every time I click the Skeleton button to get all the bones, the bones are created, but it comes with a bunch of errors like this.
Can't add child 'Physical Bone f_pinky01R' to 'Skeleton2', already has a parent 'Skeleton2'. (This is repeated for every bone)
Also, yes, the bones actually deform the mesh in Blender (using automatic weights)
Then, when I try to move any bone, the bone itself moves, but the mesh it's supposed to modify doesn't. I also noticed that the bones rotate along themselves instead of rotating from one of their sides. Here's a video of the issue:

4 days later

Alright, I managed to move them modifying the values inside the bones menu in the inspector when selecting the skeleton. The thing is, I can only modify the pose like if I was using Matrix:

Is there a way to move the bones in an easier way, using the common transform options? Like rotating it in all three axis, moving it along these three...