Material Instances also loading textures from Master Material into memory

So i’m having some issues with texture memory. I’m using Statistics to check the current memory. I have a material using 2 textures. And then a few Instances of the material using different textures. When I profile a specific actor with a material instance using Statistics it says 4 textures are fully loaded into memory. Why is this happening?

Also, I noticed something weird… If the object is far away it loads the correct small mips… and then when you get closer it loads the correct large mips… but then if it gets small again the larger mips stay loaded into memory. I’m guessing it just keeps it there until something else needs the memory? … but i’m also running out of memory so is this just not working correctly?

I have tried r.Streaming.DropMips and it still says 4 textures full loaded into memory

The same to me.
When I create an instance material from main one where I set default textures and converted them in parameters, even if I chenge the diffuse texture in the instance material, it keeps 2 different textures overlaid: the old one from the master material and the new one .
UE5