### Godot version

4.1.1stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 750 Ti (NVIDIA; 31.0.15.3179) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

An incredibly minor issue - when exporting with a console wrapper icon specified it gets applied to the wrong one.

### Steps to reproduce

![image](https://github.com/godotengine/godot/assets/40964335/d3bc3cd2-6e25-402d-802d-6d87ab142f7f)
![image](https://github.com/godotengine/godot/assets/40964335/4a3e14d5-535e-45ae-88e7-b55c5ea9e46f)
As you can see, the purple godot is the main icon. The gray one is the wrapper icon.
![image](https://github.com/godotengine/godot/assets/40964335/59883a9e-bde1-4094-a4d5-372ee031e936)
Yet when we export, they are flipped.
![image](https://github.com/godotengine/godot/assets/40964335/877ec766-0b5b-4e92-b3c9-50dd05b3be39)
![image](https://github.com/godotengine/godot/assets/40964335/1dcad3c7-b036-40ee-b05d-1f3be4e16341)
They both are the main one when only the main icon is specified.

### Minimal reproduction project

N/A
if (p_src_path.get_extension() == "ico") {
		Ref<FileAccess> f = FileAccess::open(p_src_path, FileAccess::READ, &err);
		if (err != OK) {
			return err;
		}
		
		f->get_16(); 
		uint16_t icon_type = f->get_16(); 
		uint16_t icon_count = f->get_16(); 
		ERR_FAIL_COND_V(icon_type != 1, ERR_CANT_OPEN);
		for (uint16_t i = 0; i < icon_count; i++) {
			
			uint16_t w = f->get_8(); 
			uint16_t h = f->get_8(); 
			uint8_t pal_colors = f->get_8(); 
			f->get_8(); 
			uint16_t planes = f->get_16(); 
			uint16_t bpp = f->get_16(); 
			uint32_t img_size = f->get_32(); 
			uint32_t img_offset = f->get_32(); 
			if (w != h) {
				continue;
			}
			
			uint64_t prev_offset = f->get_position();
			images[w].pal_colors = pal_colors;
			images[w].planes = planes;
			images[w].bpp = bpp;
			images[w].data.resize(img_size);
			f->seek(img_offset);