### 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)

break;
      if (srcPtr < stop)
        *(t2++) = *(srcPtr++);
      else
        break;
    }
  }
  
  
  
  {
    unsigned char *t = &tmpBuf.at(0) + 1;
    unsigned char *stop = &tmpBuf.at(0) + src_size;
    int p = t[-1];
    while (t < stop) {
      int d = int(t[0]) - p + (128 + 256);
      p = t[0];
      t[0] = static_cast<unsigned char>(d);
      ++t;
    }
  }
#if TINYEXR_USE_MINIZ
  
  
  
  mz_ulong outSize = mz_compressBound(src_size);
  int ret = mz_compress(
      dst, &outSize, static_cast<const unsigned char *>(&tmpBuf.at(0)),
      src_size);
  if (ret != MZ_OK) {