### Godot version

v4.0.beta.custom_build [705273140]

### System information

windows 10

### Issue description

When importing a gltf file with embedded textures, godot will extract these textures, however it won't use the Project's Import settings, resulting in the textures looking compressed and messed up.
Also it creates a image file in the project- I don't remember it doing this before(it would just keep it embedded I think).

### Steps to reproduce

open project, check the included gltf file. See how it doesn't adhere to the project's import settings for texture2d. Instead it is all compressed and messed up.

### Minimal reproduction project

[gltf import bug.zip](https://github.com/godotengine/godot/files/10521850/gltf.import.bug.zip)

for (int i = 0; i < roots.size(); ++i) {
		GLTFNodeIndex current_node = roots[i];
		while (p_state->nodes[current_node]->height > maxHeight) {
			GLTFNodeIndex parent = p_state->nodes[current_node]->parent;
			if (p_state->nodes[parent]->joint && p_skin->joints.find(parent) < 0) {
				p_skin->joints.push_back(parent);
			} else if (p_skin->non_joints.find(parent) < 0) {
				p_skin->non_joints.push_back(parent);
			}
			current_node = parent;
		}
		
		roots.write[i] = current_node;
	}
	
	bool all_same;
	do {
		all_same = true;
		const GLTFNodeIndex first_parent = p_state->nodes[roots[0]]->parent;
		for (int i = 1; i < roots.size(); ++i) {
			all_same &= (first_parent == p_state->nodes[roots[i]]->parent);
		}
		if (!all_same) {
			for (int i = 0; i < roots.size(); ++i) {
				const GLTFNodeIndex current_node = roots[i];
				const GLTFNodeIndex parent = p_state->nodes[current_node]->parent;
				if (p_state->nodes[parent]->joint && p_skin->joints.find(parent) < 0) {
					p_skin->joints.push_back(parent);