### 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
ERR_FAIL_COND(import_support_queries.find(p_query) != -1);
	import_support_queries.push_back(p_query);
}
void EditorFileSystem::remove_import_format_support_query(Ref<EditorFileSystemImportFormatSupportQuery> p_query) {
	import_support_queries.erase(p_query);
}
EditorFileSystem::EditorFileSystem() {
	ResourceLoader::import = _resource_import;
	reimport_on_missing_imported_files = GLOBAL_DEF("editor/import/reimport_missing_imported_files", true);
	GLOBAL_DEF("editor/import/use_multiple_threads", true);
	singleton = this;
	filesystem = memnew(EditorFileSystemDirectory); 
	filesystem->parent = nullptr;
	new_filesystem = nullptr;
	
	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
	using_fat32_or_exfat = (da->get_filesystem_type() == "FAT32" || da->get_filesystem_type() == "exFAT");
	scan_total = 0;
	MessageQueue::get_singleton()->push_callable(callable_mp(ResourceUID::get_singleton(), &ResourceUID::clear)); 
	ResourceSaver::set_get_resource_id_for_path(_resource_saver_get_resource_id_for_path);
}
EditorFileSystem::~EditorFileSystem() {
	ResourceSaver::set_get_resource_id_for_path(nullptr);
}