I think, and I could be wrong, that I remember reading that 4k is the largest supported file size in Godot for most platforms. Looking through the GitHub repository, here are a few issues I found referencing large texture sizes:
Theoretically resizing the textures to 4K should fix the problem, while giving a nice visual. For most projects, using textures over 4K would probably be too taxing to render in real time (30-60+ FPS) anyway.
As for it being a bug, I have no idea. My graphics programming knowledge is rather limited. Most of what I know is from Google searches and some OpenGL experiments :sweat:
From what I can gather, it appears the maximum texture size various depending on the platform OpenGL is running on.
Wild Fire Games released a OpenGL maximum file size report that might help serve as a reference. However, I believe that is only for desktop platforms, I think mobile is a little more restricted. Looking at the chart, it looks like 8K textures are supported on the majority of desktop platforms though, so maybe it is just a setting somewhere in Godot?
Here is a Unity answer showing texture sizes for some mobile platforms.
With Godot 4 having a new Vulken rendering backend, it is possible the texture size limits will be less and larger textures can be imported. I have no idea what Reduz, or any of the other Godot developers, have planned though.
I think there is a engine development channel on the Discord/IRC for Godot, where others there might know better on the limitations and what is going on. It does seem rather strange that it takes so long to import and use 8K files in Godot.
I wish I knew more, but honestly I have no idea. Hopefully someone who knows more will chime in.