### Godot version

v4.1.dev.custom_build [2e273f0e35800f2bcc7c05db54100caa97928f69]

### System information

Windows 11 x64, Vulkan (Forward+), NVIDIA GeForce GTX 1650

### Issue description

Importing EXR files from baking lightmaps will always fail. But the files aren't corrupted and can be opened in other software like Krita.

### Steps to reproduce

Do these in the MRP

1. Find `lm` node in the scene `000.tscn`, And press `Bake Lightmaps`
2. After finished baking, The lightmaps should be rendering normally and several error messages will be printed out. They say :
- Invalid/Corrupted data found when decoding pixels.
- Error loading image: res://000.exr
- Error importing 'res://000.exr'.

3. When trying to reopen `000.tscn`, The lightmaps won't render in the scene anymore.

( Optional )

4. If trying to put the lightmap data `000.lmbake` into the `lm` node. It will spam these out :
- Uniforms were never supplied for set (1) at the time of drawing, which are required by the pipeline
- Texture (binding: 7) is an array of (8) textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: 7).

Then all the meshes go black immediately.

### Minimal reproduction project

[i_5222a99f5_001.zip](https://github.com/godotengine/godot/files/11629095/i_5222a99f5_001.zip)

static const FP32 magic = {113 << 23};
  static const unsigned int shifted_exp = 0x7c00
                                          << 13;  
  FP32 o;
  o.u = (h.u & 0x7fffU) << 13U;           
  unsigned int exp_ = shifted_exp & o.u;  
  o.u += (127 - 15) << 23;                
  
  if (exp_ == shifted_exp)    
    o.u += (128 - 16) << 23;  
  else if (exp_ == 0)         
  {
    o.u += 1 << 23;  
    o.f -= magic.f;  
  }
  o.u |= (h.u & 0x8000U) << 16U;  
  return o;
}
static FP16 float_to_half_full(FP32 f) {