I have seen this, it is a byproduct of creator internally caching textures so subsequent loads go faster (i think).
First, if you list textures, does it show an I as well as an F next to it? Probably not. In the texture palette, do an Edit -> Remove Unused -> All Palettes and they all go away.
Also - if at anytime you include the subordinate files in an Attribute Resolver job with the Remove Unused in Subordinate Files it will get rid of them. Don’t push the master palette to all subordinates, though, that will overide your remove unused and put all the textures in every file. you just want a master palette with unique indeces for eact texture, and I save this as Texmaster.flt for each dataset. then when I add more models, I can run the resolver against this master and add more textures and keep the same indeces for everything else.
I also have an API utility that i’ve used forever that you drag a folder on top of, and it changes all the texture paths to ../textures. We’ve solidified this as a consistent hierarchy, and now don’t have to worry about wierd pathing from different modelers using different disks and whatnot. Attribute Resolver works well to eliminate duplicates, but will introduce duplicates if they reside in separate path trees, so when we publish to runtime format I use another toolset that “Shares” all the textures within a database so each texture is loaded only once.
Good Luck!