### 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)

for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
		Ref<GLTFNode> node = p_state->nodes[node_i];
		if (node->skin >= 0 && node->mesh >= 0) {
			const GLTFSkinIndex skin_i = node->skin;
			ImporterMeshInstance3D *mi = nullptr;
			HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i);
			if (mi_element) {
				mi = mi_element->value;
			} else {
				HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i);
				ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i));
				mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value);
				ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name()));
			}
			const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
			Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
			Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
			ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
			mi->get_parent()->remove_child(mi);
			skeleton->add_child(mi, true);
			mi->set_owner(skeleton->get_owner());
			mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
			mi->set_skeleton_path(mi->get_path_to(skeleton));
			mi->set_transform(Transform3D());
		}
	}
}
GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> p_state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i) {