### 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)

String shape_name = mesh->get_blend_shape_name(shape_i);
					NodePath shape_path = String(path) + ":" + shape_name;
					int32_t shape_track_i = animation->find_track(shape_path, Animation::TYPE_BLEND_SHAPE);
					if (shape_track_i == -1) {
						GLTFAnimation::Channel<real_t> weight;
						weight.interpolation = GLTFAnimation::INTERP_LINEAR;
						weight.times.push_back(0.0f);
						weight.times.push_back(0.0f);
						weight.values.push_back(0.0f);
						weight.values.push_back(0.0f);
						track.weight_tracks.push_back(weight);
						continue;
					}
					Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
					GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
					if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
						gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
					} else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
						gltf_interpolation = GLTFAnimation::INTERP_STEP;
					} else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
						gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
					}
					int32_t key_count = animation->track_get_key_count(shape_track_i);
					GLTFAnimation::Channel<real_t> weight;
					weight.interpolation = gltf_interpolation;
					weight.times.resize(key_count);
					for (int32_t time_i = 0; time_i < key_count; time_i++) {
						weight.times.write[time_i] = animation->track_get_key_time(shape_track_i, time_i);
					}
					weight.values.resize(key_count);