### 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)

char name[256];
} EXRHeader;
typedef struct TEXRMultiPartHeader {
  int num_headers;
  EXRHeader *headers;
} EXRMultiPartHeader;
typedef struct TEXRImage {
  EXRTile *tiles;  
                   
  struct TEXRImage* next_level; 
  int level_x; 
  int level_y; 
  unsigned char **images;  
  int width;
  int height;
  int num_channels;
  
  int num_tiles;
} EXRImage;
typedef struct TEXRMultiPartImage {
  int num_images;
  EXRImage *images;
} EXRMultiPartImage;
typedef struct TDeepImage {
  const char **channel_names;
  float ***image;      
  int **offset_table;  
  int num_channels;