### 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
}
				_delete_internal_files(ia.dir->files[idx]->file);
				memdelete(ia.dir->files[idx]);
				ia.dir->files.remove_at(idx);
				fs_changed = true;
			} break;
			case ItemAction::ACTION_FILE_TEST_REIMPORT: {
				int idx = ia.dir->find_file_index(ia.file);
				ERR_CONTINUE(idx == -1);
				String full_path = ia.dir->get_file_path(idx);
				if (_test_for_reimport(full_path, false)) {
					
					reimports.push_back(full_path);
					Vector<String> dependencies = _get_dependencies(full_path);
					for (const String &dependency_path : dependencies) {
						if (import_extensions.has(dependency_path.get_extension())) {
							reimports.push_back(dependency_path);
						}
					}
				} else {
					
					
					ia.dir->files[idx]->modified_time = FileAccess::get_modified_time(full_path);
					ia.dir->files[idx]->import_modified_time = FileAccess::get_modified_time(full_path + ".import");
				}
				fs_changed = true;
			} break;
			case ItemAction::ACTION_FILE_RELOAD: {
				int idx = ia.dir->find_file_index(ia.file);
				ERR_CONTINUE(idx == -1);