### 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)

arr.push_back(c.a);
			mr["baseColorFactor"] = arr;
		}
		{
			Dictionary bct;
			Ref<Texture2D> albedo_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
			GLTFTextureIndex gltf_texture_index = -1;
			if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
				albedo_texture->set_name(material->get_name() + "_albedo");
				gltf_texture_index = _set_texture(p_state, albedo_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
			}
			if (gltf_texture_index != -1) {
				bct["index"] = gltf_texture_index;
				Dictionary extensions = _serialize_texture_transform_uv1(material);
				if (!extensions.is_empty()) {
					bct["extensions"] = extensions;
					p_state->use_khr_texture_transform = true;
				}
				mr["baseColorTexture"] = bct;
			}
		}
		mr["metallicFactor"] = base_material->get_metallic();
		mr["roughnessFactor"] = base_material->get_roughness();
		bool has_roughness = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_image().is_valid();
		bool has_ao = base_material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
		bool has_metalness = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_image().is_valid();
		if (has_ao || has_roughness || has_metalness) {
			Dictionary mrt;
			Ref<Texture2D> roughness_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
			BaseMaterial3D::TextureChannel roughness_channel = base_material->get_roughness_texture_channel();