### 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
_reimport_file(p_file, p_custom_params, p_importer);
}
void EditorFileSystem::_reimport_thread(uint32_t p_index, ImportThreadData *p_import_data) {
	p_import_data->max_index = MAX(p_import_data->reimport_from + int(p_index), p_import_data->max_index);
	_reimport_file(p_import_data->reimport_files[p_import_data->reimport_from + p_index].path);
}
void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
	importing = true;
	Vector<String> reloads;
	EditorProgress pr("reimport", TTR("(Re)Importing Assets"), p_files.size());
	Vector<ImportFile> reimport_files;
	HashSet<String> groups_to_reimport;
	for (int i = 0; i < p_files.size(); i++) {
		String file = p_files[i];
		ResourceUID::ID uid = ResourceUID::get_singleton()->text_to_id(file);
		if (uid != ResourceUID::INVALID_ID && ResourceUID::get_singleton()->has_id(uid)) {
			file = ResourceUID::get_singleton()->get_id_path(uid);
		}
		String group_file = ResourceFormatImporter::get_singleton()->get_import_group_file(file);
		if (group_file_cache.has(file)) {
			
			groups_to_reimport.insert(file);
			
			group_file = String();
		} else if (groups_to_reimport.has(file)) {
			
			group_file = String();
		} else if (!group_file.is_empty()) {
			
			groups_to_reimport.insert(group_file);