### Godot version

4.1 rc2

### System information

Manjaro GL-Compatibility

### Issue description

When using import hints, such as -col or -colonly, on object names Godot used to accept the hint even if it was followed by Blender's auto duplicate naming scheme such as .001 or .002. This is no longer the case, items name to the likes of "object-col.001" will not import with collision.

I noticed that, prior to 4.1, Godot would remove periods from imported object names. Object.001 would import as Object001, but now it would import as Object_001. Perhaps this change broke the import hint behavior.

### Steps to reproduce

Export a scene with object names using import hints, such as -col or -convcol, where some of the objects have '.001' or similar appended to the end of their names. Import the scene into Godot and create an inherited scene.

### Minimal reproduction project

[ImportHints.zip](https://github.com/godotengine/godot/files/11919131/ImportHints.zip)

current_options = &p_options;
	GDVIRTUAL_CALL(_post_process, p_scene);
	current_options = nullptr;
}
void EditorScenePostImportPlugin::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_option_value", "name"), &EditorScenePostImportPlugin::get_option_value);
	ClassDB::bind_method(D_METHOD("add_import_option", "name", "value"), &EditorScenePostImportPlugin::add_import_option);
	ClassDB::bind_method(D_METHOD("add_import_option_advanced", "type", "name", "default_value", "hint", "hint_string", "usage_flags"), &EditorScenePostImportPlugin::add_import_option_advanced, DEFVAL(PROPERTY_HINT_NONE), DEFVAL(""), DEFVAL(PROPERTY_USAGE_DEFAULT));
	GDVIRTUAL_BIND(_get_internal_import_options, "category");
	GDVIRTUAL_BIND(_get_internal_option_visibility, "category", "for_animation", "option");
	GDVIRTUAL_BIND(_get_internal_option_update_view_required, "category", "option");
	GDVIRTUAL_BIND(_internal_process, "category", "base_node", "node", "resource");
	GDVIRTUAL_BIND(_get_import_options, "path");
	GDVIRTUAL_BIND(_get_option_visibility, "path", "for_animation", "option");
	GDVIRTUAL_BIND(_pre_process, "scene");
	GDVIRTUAL_BIND(_post_process, "scene");
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MESH);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MATERIAL);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_ANIMATION);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MAX);
}
String ResourceImporterScene::get_importer_name() const {