### Godot version

v4.0.beta.custom_build [0a9e6e478]

### System information

Windows 10, Vulkan, GTX 960 528.24

### Issue description

This [55420](https://github.com/godotengine/godot/issues/55420) issue seems that it is not completely solved since in the advanced importer the same thing continues to happen.

### Steps to reproduce

- Put a 3D model on the scene
- Open the advanced import
- Disable Auto LOD or whatever you want to change
- See how mesh doesn't change

### Minimal reproduction project

N/A
scanning_changes = true;
	scanning_changes_done = false;
	if (!use_threads) {
		if (filesystem) {
			EditorProgressBG pr("sources", TTR("ScanSources"), 1000);
			ScanProgress sp;
			sp.progress = &pr;
			sp.hi = 1;
			sp.low = 0;
			scan_total = 0;
			_scan_fs_changes(filesystem, sp);
			bool changed = _update_scan_actions();
			_update_pending_script_classes();
			if (changed) {
				emit_signal(SNAME("filesystem_changed"));
			}
		}
		scanning_changes = false;
		scanning_changes_done = true;
		emit_signal(SNAME("sources_changed"), sources_changed.size() > 0);
	} else {
		ERR_FAIL_COND(thread_sources.is_started());
		set_process(true);
		scan_total = 0;
		Thread::Settings s;
		s.priority = Thread::PRIORITY_LOW;
		thread_sources.start(_thread_func_sources, this, s);
	}
}
void EditorFileSystem::_notification(int p_what) {