### 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)

accessor->max = type_max;
	accessor->min = type_min;
	accessor->normalized = false;
	accessor->count = p_attribs.size();
	accessor->type = type;
	accessor->component_type = component_type;
	accessor->byte_offset = 0;
	Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
	if (err != OK) {
		return -1;
	}
	accessor->buffer_view = buffer_view_i;
	p_state->accessors.push_back(accessor);
	return p_state->accessors.size() - 1;
}
void GLTFDocument::_calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min) {
	if (p_i == 0) {
		for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
			p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
			p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
		}
	}
	for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
		p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
		p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
		p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
		p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
	}
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> p_state, const Vector<Color> p_attribs, const bool p_for_vertex) {