### 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)

attribs.write[i] = Vector3(a[i]).normalized();
					}
					attributes["NORMAL"] = _encode_accessor_as_vec3(p_state, attribs, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
				if (a.size()) {
					attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
				if (a.size()) {
					attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			for (int custom_i = 0; custom_i < 3; custom_i++) {
				Vector<float> a = array[Mesh::ARRAY_CUSTOM0 + custom_i];
				if (a.size()) {
					int num_channels = 4;
					int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
					switch ((format >> custom_shift) & Mesh::ARRAY_FORMAT_CUSTOM_MASK) {
						case Mesh::ARRAY_CUSTOM_R_FLOAT:
							num_channels = 1;
							break;
						case Mesh::ARRAY_CUSTOM_RG_FLOAT:
							num_channels = 2;
							break;
						case Mesh::ARRAY_CUSTOM_RGB_FLOAT: