### 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
ClassDB::bind_method(D_METHOD("get_filesystem"), &EditorFileSystem::get_filesystem);
	ClassDB::bind_method(D_METHOD("is_scanning"), &EditorFileSystem::is_scanning);
	ClassDB::bind_method(D_METHOD("get_scanning_progress"), &EditorFileSystem::get_scanning_progress);
	ClassDB::bind_method(D_METHOD("scan"), &EditorFileSystem::scan);
	ClassDB::bind_method(D_METHOD("scan_sources"), &EditorFileSystem::scan_changes);
	ClassDB::bind_method(D_METHOD("update_file", "path"), &EditorFileSystem::update_file);
	ClassDB::bind_method(D_METHOD("get_filesystem_path", "path"), &EditorFileSystem::get_filesystem_path);
	ClassDB::bind_method(D_METHOD("get_file_type", "path"), &EditorFileSystem::get_file_type);
	ClassDB::bind_method(D_METHOD("reimport_files", "files"), &EditorFileSystem::reimport_files);
	ADD_SIGNAL(MethodInfo("filesystem_changed"));
	ADD_SIGNAL(MethodInfo("script_classes_updated"));
	ADD_SIGNAL(MethodInfo("sources_changed", PropertyInfo(Variant::BOOL, "exist")));
	ADD_SIGNAL(MethodInfo("resources_reimported", PropertyInfo(Variant::PACKED_STRING_ARRAY, "resources")));
	ADD_SIGNAL(MethodInfo("resources_reload", PropertyInfo(Variant::PACKED_STRING_ARRAY, "resources")));
}
void EditorFileSystem::_update_extensions() {