### 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();
	for (const String &path : update_script_paths) {
		ScriptServer::remove_global_class_by_path(path); 
		int index = -1;
		EditorFileSystemDirectory *efd = find_file(path, &index);
		if (!efd || index < 0) {
			
			continue;
		}
		if (!efd->files[index]->script_class_name.is_empty()) {
			String lang;
			for (int j = 0; j < ScriptServer::get_language_count(); j++) {
				if (ScriptServer::get_language(j)->handles_global_class_type(efd->files[index]->type)) {
					lang = ScriptServer::get_language(j)->get_name();
				}
			}
			if (lang.is_empty()) {
				continue; 
			}
			ScriptServer::add_global_class(efd->files[index]->script_class_name, efd->files[index]->script_class_extends, lang, path);
			EditorNode::get_editor_data().script_class_set_icon_path(efd->files[index]->script_class_name, efd->files[index]->script_class_icon_path);
			EditorNode::get_editor_data().script_class_set_name(efd->files[index]->file, efd->files[index]->script_class_name);
		}
	}
	
	for (const String &path : update_script_paths) {
		int index = -1;
		EditorFileSystemDirectory *efd = find_file(path, &index);
		if (!efd || index < 0) {