### 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)

if (w14)
          wenc14(*px, *p10, i00, *p10);
        else
          wenc16(*px, *p10, i00, *p10);
        *px = i00;
      }
    }
    
    
    
    if (ny & p) {
      unsigned short *px = py;
      unsigned short *ex = py + ox * (nx - p2);
      for (; px <= ex; px += ox2) {
        unsigned short *p01 = px + ox1;
        if (w14)
          wenc14(*px, *p01, i00, *p01);
        else
          wenc16(*px, *p01, i00, *p01);
        *px = i00;
      }
    }
    
    
    
    p = p2;
    p2 <<= 1;
  }
}
static void wav2Decode(