### Godot version

4.0.beta13

### System information

Windows 11

### Issue description

When exporting to windows the exported exe (with embedded pck) file gets the assigned icon shown on the desktop and in explorer when using the RCEdit tool. However, the icon is not correctly used on the window or in the taskbar. Instead it gets a default icon. When right-clicking the item in the task bar this then strangely shows the correct icon, however it shows "Godot Engine" instead of the set game name (or File Description as it's strangely named in the export dialogue). If the game is run from the editor the icon is properly set in the window and taskbar, but I assume this uses the project settings icon. When exported I guess it's trying to get the icon from the assigned export icon resource instead and this is failing on windows in this case.

![Screenshot_20230118_103339](https://user-images.githubusercontent.com/17763524/213139949-1eed1380-2831-4b7c-8124-9883d184e470.png)

![Screenshot_20230118_103534](https://user-images.githubusercontent.com/17763524/213139966-f99e40c8-06fa-4dd2-941f-5c15d4711752.png)

![Screenshot_20230118_103640](https://user-images.githubusercontent.com/17763524/213139993-9bdadc35-3a17-4d9c-b4a4-bf51029a773a.png)

In other words, more or less the same bugs as described in https://github.com/godotengine/godot/issues/54713 however, possibly with other sources as the causes of those issues are listed as fixed.

The issue with "Godot Engine" being shown is also covered in https://github.com/godotengine/godot/issues/36629 but there the proposed fix is to just fill in File Description, which doesn't seem to work now. So either this is a new 4.0 bug, or just the same, and it didn't work back in 3.2 either.

I've double checked that the ico file has members of all possible sizes. When investigating this I noticed that the resolution members of an icon file can be either png or bmp (at least at some sizes). Could this be an issue? I also noticed that there's an icon interpolation setting in the export settings, which would indicate that something would be scaling icons, but as I understand it this should not be the case as the ico file already contains the icon at different resolutions? Overall some descriptive tool tips on these export settings would be very helpful.


### Steps to reproduce

- Install and set the path to RCEdit in the editor settings 
- Set up a windows export preset (with embedded pck) with an icon (see below for sample) and application info (name, version etc)
- Export and observe the icon not being properly used

### Minimal reproduction project

You can download the ico file I used to test with here [VlobsIcon.ico.zip](https://www.lostminds.com/godot/VlobsIcon.ico.zip)
OS::get_singleton()->print("  --gpu-profile                     Show a GPU profile of the tasks that took the most time during frame rendering.\n");
	OS::get_singleton()->print("  --gpu-validation                  Enable graphics API validation layers for debugging.\n");
#if DEBUG_ENABLED
	OS::get_singleton()->print("  --gpu-abort                       Abort on graphics API usage errors (usually validation layer errors). May help see the problem if your system freezes.\n");
#endif
	OS::get_singleton()->print("  --remote-debug <uri>              Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
#if defined(DEBUG_ENABLED)
	OS::get_singleton()->print("  --debug-collisions                Show collision shapes when running the scene.\n");
	OS::get_singleton()->print("  --debug-paths                     Show path lines when running the scene.\n");
	OS::get_singleton()->print("  --debug-navigation                Show navigation polygons when running the scene.\n");
	OS::get_singleton()->print("  --debug-stringnames               Print all StringName allocations to stdout when the engine quits.\n");
#endif
	OS::get_singleton()->print("  --frame-delay <ms>                Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
	OS::get_singleton()->print("  --time-scale <scale>              Force time scale (higher values are faster, 1.0 is normal speed).\n");
	OS::get_singleton()->print("  --disable-vsync                   Forces disabling of vertical synchronization, even if enabled in the project settings. Does not override driver-level V-Sync enforcement.\n");
	OS::get_singleton()->print("  --disable-render-loop             Disable render loop so rendering only occurs when called explicitly from script.\n");
	OS::get_singleton()->print("  --disable-crash-handler           Disable crash handler when supported by the platform code.\n");
	OS::get_singleton()->print("  --fixed-fps <fps>                 Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
	OS::get_singleton()->print("  --print-fps                       Print the frames per second to the stdout.\n");
	OS::get_singleton()->print("\n");
	OS::get_singleton()->print("Standalone tools:\n");
	OS::get_singleton()->print("  -s, --script <script>             Run a script.\n");
	OS::get_singleton()->print("  --check-only                      Only parse for errors and quit (use with --script).\n");
#ifdef TOOLS_ENABLED
	OS::get_singleton()->print("  --export-release <preset> <path>  Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");
	OS::get_singleton()->print("                                    <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n");
	OS::get_singleton()->print("                                    The target directory must exist.\n");
	OS::get_singleton()->print("  --export-debug <preset> <path>    Export the project in debug mode using the given preset and output path. See --export-release description for other considerations.\n");
	OS::get_singleton()->print("  --export-pack <preset> <path>     Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.\n");
	OS::get_singleton()->print("  --convert-3to4 [<max_file_kb>] [<max_line_size>]\n");