### 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)

ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
	ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
	ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
	ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
	ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
	ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
	ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
	ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
	ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
	ClassDB::bind_method(D_METHOD("get_base_path"), &GLTFState::get_base_path);
	ClassDB::bind_method(D_METHOD("set_base_path", "base_path"), &GLTFState::set_base_path);
	ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
	ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
	ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
	ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
	ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers);
	ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers);
	ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
	ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
	ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
	ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
	ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
	ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
	ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
	ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
	ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
	ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
	ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
	ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
	ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);