### 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
scanning = false;
		_update_pending_script_classes();
		emit_signal(SNAME("filesystem_changed"));
		emit_signal(SNAME("sources_changed"), sources_changed.size() > 0);
		first_scan = false;
	} else {
		ERR_FAIL_COND(thread.is_started());
		set_process(true);
		Thread::Settings s;
		scanning = true;
		scan_total = 0;
		s.priority = Thread::PRIORITY_LOW;
		thread.start(_thread_func, this, s);
		
		
	}
}
void EditorFileSystem::ScanProgress::update(int p_current, int p_total) const {
	float ratio = low + ((hi - low) / p_total) * p_current;
	progress->step(ratio * 1000);
	EditorFileSystem::singleton->scan_total = ratio;
}
EditorFileSystem::ScanProgress EditorFileSystem::ScanProgress::get_sub(int p_current, int p_total) const {
	ScanProgress sp = *this;
	float slice = (sp.hi - sp.low) / p_total;
	sp.low += slice * p_current;
	sp.hi = slice;
	return sp;
}
void EditorFileSystem::_scan_new_dir(EditorFileSystemDirectory *p_dir, Ref<DirAccess> &da, const ScanProgress &p_progress) {