### 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
update_script_mutex.lock();
	update_script_paths.insert(p_path);
	update_script_mutex.unlock();
}
void EditorFileSystem::update_file(const String &p_file) {
	EditorFileSystemDirectory *fs = nullptr;
	int cpos = -1;
	if (!_find_file(p_file, &fs, cpos)) {
		if (!fs) {
			return;
		}
	}
	if (!FileAccess::exists(p_file)) {
		
		_delete_internal_files(p_file);
		if (cpos != -1) { 
			if (fs->files[cpos]->uid != ResourceUID::INVALID_ID) {
				if (ResourceUID::get_singleton()->has_id(fs->files[cpos]->uid)) {
					ResourceUID::get_singleton()->remove_id(fs->files[cpos]->uid);
				}
			}
			if (ClassDB::is_parent_class(fs->files[cpos]->type, SNAME("Script"))) {
				_queue_update_script_class(p_file);
			}
			memdelete(fs->files[cpos]);
			fs->files.remove_at(cpos);
		}
		_update_pending_script_classes();