### 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
List<String> deps;
	ResourceLoader::get_dependencies(p_path, &deps);
	Vector<String> ret;
	for (const String &E : deps) {
		ret.push_back(E);
	}
	return ret;
}
String EditorFileSystem::_get_global_script_class(const String &p_type, const String &p_path, String *r_extends, String *r_icon_path) const {
	for (int i = 0; i < ScriptServer::get_language_count(); i++) {
		if (ScriptServer::get_language(i)->handles_global_class_type(p_type)) {
			String global_name;
			String extends;
			String icon_path;
			global_name = ScriptServer::get_language(i)->get_global_class_name(p_path, &extends, &icon_path);
			*r_extends = extends;
			*r_icon_path = icon_path;
			return global_name;
		}
	}
	*r_extends = String();
	*r_icon_path = String();
	return String();
}
void EditorFileSystem::_update_script_classes() {