### 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
String path = cd.path_join(p_dir->files[i]->file);
		if (import_extensions.has(p_dir->files[i]->file.get_extension().to_lower())) {
			
			uint64_t mt = FileAccess::get_modified_time(path);
			bool reimport = false;
			if (mt != p_dir->files[i]->modified_time) {
				reimport = true; 
			} else if (!FileAccess::exists(path + ".import")) {
				reimport = true; 
			} else {
				uint64_t import_mt = FileAccess::get_modified_time(path + ".import");
				if (import_mt != p_dir->files[i]->import_modified_time) {
					reimport = true;
				} else if (_test_for_reimport(path, true)) {
					reimport = true;
				}
			}
			if (reimport) {
				ItemAction ia;
				ia.action = ItemAction::ACTION_FILE_TEST_REIMPORT;
				ia.dir = p_dir;
				ia.file = p_dir->files[i]->file;
				scan_actions.push_back(ia);
			}
		} else if (ResourceCache::has(path)) { 
			uint64_t mt = FileAccess::get_modified_time(path);
			if (mt != p_dir->files[i]->modified_time) {
				p_dir->files[i]->modified_time = mt; 
				ItemAction ia;
				ia.action = ItemAction::ACTION_FILE_RELOAD;