Does Godot not try multiple EditorImportPlugin's until one works?

Godot Version

v4.5.stable.official [876b29033]

Question

I’m adding support for a custom file format import. The format uses the same file extension but stores different resource types. For example, “noise.cfe” stores a sound, and “tree.cfe” stores a 3D model.

Given this, I wrote an EditorImportPlugin for each resource type I require as suggested by the documentation.

However, when starting Godot with a new, unimported .cfe file in the FileSystem, it only tries the first EditorImportPlugin (which I let return FAILED if it is the wrong one to use). The file then gets a red dead-face emoji in the FileSystem pane until I manually choose the right plugin in the “Import” pane and click “Reimport”.

Does Godot not attempt other import plugins matching the file extension if one fails, or did I write my import plugins incorrectly? In my case, it would be nicer if Godot would try multiple plugins, as the user otherwise has to manually select the correct plugin for every .cfe file.