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Only way around it I can see is the rather long-winded method of importing the model, going into the newly created folder and renaming the 'texture_0.png' to something unique such as the base model name, then going into Resources and changing the texture to your renamed texture file in the created .FBM folder.
Fine for the odd object... but when you are importing loads of them, it would be FAR more convenient for Bakins FBX importer to keep track of what texture names are already in use and instead of assigning the first texture to every object, name them incrementally so that textures do not clash.
How does one go about raising this as a bug?