This is what Unity recognizes of the .blend file. A Material without any property and the model.
I can’t really edit that material, because it’s embedded with the import, so to fix this problem i have to import the texture, then create a new material, then add that material to the object.
Not really. Most of Blender’s material properties are not part of the FBX format and would be meaningless to Unity anyway. I’m pretty sure if you make a simple-enough material that Unity will import the albedo map and/ or a base color, but that’s as good as you’re going to get.
I don’t bother making materials in Blender at all. I just import my plain, gray model in to Unity and set-up my material there.
You can change the FBX/.blend import settings to allow for extracting a material and remapping it. It wont solve having to manually assign some textures but it should let you avoid having embedded materials sitting around not doing anything.
Check the manual page here. I believe you can extract on import which creates an editable material in your project and assigns it to the remap.