### Godot version

v4.0.beta.custom_build [705273140]

### System information

windows 10

### Issue description

When double-clicking a gltf file in the project, the Importer panel will open, but it will also extract the embedded textures.
This never happened in the previous version I was using (I'm not sure which beta I was using last- maybe 13 or 14).



### Steps to reproduce

open the project, and double-click the gltf file to open the importer, see that it creates an image file when it should stay embedded.


### Minimal reproduction project

[gltf import bug.zip](https://github.com/godotengine/godot/files/10522127/gltf.import.bug.zip)

_apply_permanent_rotation_scale_to_node(scene);
		Object::cast_to<Node3D>(scene)->scale(Vector3(root_scale, root_scale, root_scale).inverse());
	}
	Dictionary subresources = p_options["_subresources"];
	Dictionary node_data;
	if (subresources.has("nodes")) {
		node_data = subresources["nodes"];
	}
	Dictionary material_data;
	if (subresources.has("materials")) {
		material_data = subresources["materials"];
	}
	Dictionary animation_data;
	if (subresources.has("animations")) {
		animation_data = subresources["animations"];
	}
	HashSet<Ref<ImporterMesh>> scanned_meshes;
	HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
	Pair<PackedVector3Array, PackedInt32Array> occluder_arrays;
	List<Pair<NodePath, Node *>> node_renames;
	_pre_fix_node(scene, scene, collision_map, &occluder_arrays, node_renames);
	for (int i = 0; i < post_importer_plugins.size(); i++) {
		post_importer_plugins.write[i]->pre_process(scene, p_options);
	}
	float fps = 30;
	if (p_options.has(SNAME("animation/fps"))) {
		fps = (float)p_options[SNAME("animation/fps")];
	}
	_pre_fix_animations(scene, scene, node_data, animation_data, fps);
	_post_fix_node(scene, scene, collision_map, occluder_arrays, scanned_meshes, node_data, material_data, animation_data, fps, apply_root ? root_scale : 1.0);