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***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

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### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Ubuntu 22.04

### Issue description

I followed this tutorial
https://docs.godotengine.org/en/stable/tutorials/export/android_custom_build.html#doc-android-custom-build.

I want to create Android launcher app to do this i added following code to AndroidManifest.xml in Android Studio.
`<category android:name="android.intent.category.HOME" />
<category android:name="android.intent.category.DEFAULT" />`

But when I export APK my modifications are removed from AndroidManifest.xml.


### Steps to reproduce

Followed this tutorial
https://docs.godotengine.org/en/stable/tutorials/export/android_custom_build.html#doc-android-custom-build.

then open android project in Android studio and edit AndroidManifest.xml.

### Minimal reproduction project

N/A

static const char *APK_ASSETS_DIRECTORY = "res://android/build/assets";
static const char *AAB_ASSETS_DIRECTORY = "res://android/build/assetPacks/installTime/src/main/assets";
static const int OPENGL_MIN_SDK_VERSION = 21; 
static const int VULKAN_MIN_SDK_VERSION = 24;
static const int DEFAULT_TARGET_SDK_VERSION = 33; 
#ifndef ANDROID_ENABLED
void EditorExportPlatformAndroid::_check_for_changes_poll_thread(void *ud) {
	EditorExportPlatformAndroid *ea = static_cast<EditorExportPlatformAndroid *>(ud);
	while (!ea->quit_request.is_set()) {
		
		{
			
			if (!ea->plugins_changed.is_set()) {
				Vector<PluginConfigAndroid> loaded_plugins = get_plugins();
				MutexLock lock(ea->plugins_lock);
				if (ea->plugins.size() != loaded_plugins.size()) {
					ea->plugins_changed.set();
				} else {
					for (int i = 0; i < ea->plugins.size(); i++) {
						if (ea->plugins[i].name != loaded_plugins[i].name) {
							ea->plugins_changed.set();
							break;
						}
					}
				}
				if (ea->plugins_changed.is_set()) {
					ea->plugins = loaded_plugins;
				}
			}
		}