### 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)

num_channels = 3;
							break;
						case Mesh::ARRAY_CUSTOM_RGBA_FLOAT:
							num_channels = 4;
							break;
					}
					int texcoord_i = 2 + 2 * custom_i;
					String gltf_texcoord_key;
					for (int prev_texcoord_i = 0; prev_texcoord_i < texcoord_i; prev_texcoord_i++) {
						gltf_texcoord_key = vformat("TEXCOORD_%d", prev_texcoord_i);
						if (!attributes.has(gltf_texcoord_key)) {
							Vector<Vector2> empty;
							empty.resize(vertex_num);
							attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, empty, true);
						}
					}
					LocalVector<Vector2> first_channel;
					first_channel.resize(vertex_num);
					LocalVector<Vector2> second_channel;
					second_channel.resize(vertex_num);
					for (int32_t vert_i = 0; vert_i < vertex_num; vert_i++) {
						float u = a[vert_i * num_channels + 0];
						float v = (num_channels == 1 ? 0.0f : a[vert_i * num_channels + 1]);
						first_channel[vert_i] = Vector2(u, v);
						u = 0;
						v = 0;
						if (num_channels >= 3) {
							u = a[vert_i * num_channels + 2];
							v = (num_channels == 3 ? 0.0f : a[vert_i * num_channels + 3]);
							second_channel[vert_i] = Vector2(u, v);