Loading images using Resources.LoadAll creates mystery extra sprites

In my project, I’m trying to load PNG images from the Resources folder and instantiate them as UI Image components on a canvas. It seems to mostly be working, however, it’s seemingly coming up with numerous extra images that do not exist. They consist of cubes that are either 1x1 or 5x5 pixels. It instantiates 19 items based on a folder of 6 images. Would I be able to get some advice and guidance? Here is the code I’m using and a screenshot demonstrating the extra images:

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;

public class PopulateGallery : MonoBehaviour
{
    public Transform gridParent; // UI Grid parent
    public string resourcePath; // Folder containing PNGs
    public GameObject imagePrefab; // Prefab for displaying sprites

    public void Awake()
    {

        Texture2D[] textures = Resources.LoadAll<Texture2D>(resourcePath);

        foreach (Texture2D texture in textures)
        {
            // Convert Texture2D to Sprite
            Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.one * 0.5f);

            // Create UI Image object and add it to the grid
            GameObject imageObject = Instantiate(imagePrefab, gridParent);
            Image image = imageObject.GetComponent<Image>();
            image.sprite = sprite;
        }
    }
}

The solution for anyone who may come in the future:

It seems Unity generates random placeholder textures on runtime or something if the Resources folder exists? I was storing my images in the root Resources folder, so I decided to try putting them in ‘Resources/Snapshots’ instead, and now the ‘extra mystery’ textures no longer appear with them.