### 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)

return 0;
      }
#else
      for (int c = 0; c < exr_header->num_channels; ++c) {
        if (exr_headers[i]->requested_pixel_types[c] != TINYEXR_PIXELTYPE_FLOAT) {
          SetErrorMessage("Pixel type must be FLOAT for ZFP compression",
                          err);
          return 0;
        }
      }
#endif
    }
  }
  std::vector<unsigned char> memory;
  
  {
    const char header[] = { 0x76, 0x2f, 0x31, 0x01 };
    memory.insert(memory.end(), header, header + 4);
  }
  
  
  int long_name = exr_headers[0]->long_name;
  {
    char marker[] = { 2, 0, 0, 0 };
    /* @todo
    if (exr_header->non_image) {
    marker[1] |= 0x8;
    }
    */