Lightroom modifies EXIF after import?

When I import photos with Lightroom, they seem to loose part of the lens data that DxO uses to process images with. For example, a photo with the lens Nikon 12-24mm f/4 AF-S will just be 12-24mm afterwards, and DxO won't know which lens algorithm to do the processing with.
Is there something I'm missing, or does Lightroom always modify the EXIF like this?
TIA.

I'm importing as they are, either RAW (NEFs) or JPEG. I know Lightroom isn't supposed to touch the EXIF, but somehow the lens data gets missing or corrupted, and I'm wondering if theres a setting on Lightroom that does this? I notice the Lens info gets turned into the same as whats in the Lens tree in the Metadata Browser.

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    Pixel Y Dimension: 2 048
    image 2:
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    Build: Uninitialized
    CoreImage: true
    GL_ACCUM_ALPHA_BITS: 0
    GL_ACCUM_BLUE_BITS: 0
    GL_ACCUM_GREEN_BITS: 0
    GL_ACCUM_RED_BITS: 0
    GL_ALPHA_BITS: 8
    GL_BLUE_BITS: 8
    GL_DEPTH_BITS: 24
    GL_GREEN_BITS: 8
    GL_MAX_3D_TEXTURE_SIZE: 2048
    GL_MAX_TEXTURE_SIZE: 16384
    GL_MAX_TEXTURE_UNITS: 8
    GL_MAX_VIEWPORT_DIMS: 16384,16384
    GL_RED_BITS: 8
    GL_RENDERER: Intel HD Graphics 4000 OpenGL Engine
    GL_SHADING_LANGUAGE_VERSION: 1.20
    GL_STENCIL_BITS: 8
    GL_VENDOR: Intel Inc.
    GL_VERSION: 2.1 INTEL-8.28.32
    GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float
    GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers
    GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced
    GL_ARB_fragment_program GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
    GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays
    GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
    GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects
    GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow
    GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression
    GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
    GL_ARB_texture_env_add GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
    GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix
    GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr
    GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
    GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker
    GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord
    GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
    GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float
    GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color
    GL_EXT_separate_specular_color GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array
    GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc
    GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle
    GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback
    GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil
    GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence
    GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render
    GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer
    GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector
    GL_APPLE_texture_range GL_APPLE_transform_hint
    GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range
    GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators
    GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3
    GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip
    GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp
    GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection
    GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod

    it appears the actual image is probably in place, but the *preview* is incorrect.  clicking on the image to zoom in causes (the normal) "Loading...", followed by a zoomed in view of the *correct* image.  zooming back out gives the normal view of the correct image.  (*very* good to know!)

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