### 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)

Array buffers;
	if (p_state->buffers.size()) {
		Vector<uint8_t> buffer_data = p_state->buffers[0];
		Dictionary gltf_buffer;
		gltf_buffer["byteLength"] = buffer_data.size();
		buffers.push_back(gltf_buffer);
	}
	for (GLTFBufferIndex i = 1; i < p_state->buffers.size() - 1; i++) {
		Vector<uint8_t> buffer_data = p_state->buffers[i];
		Dictionary gltf_buffer;
		String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
		String path = p_path.get_base_dir() + "/" + filename;
		Error err;
		Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err);
		if (file.is_null()) {
			return err;
		}
		if (buffer_data.size() == 0) {
			return OK;
		}
		file->create(FileAccess::ACCESS_RESOURCES);
		file->store_buffer(buffer_data.ptr(), buffer_data.size());
		gltf_buffer["uri"] = filename;
		gltf_buffer["byteLength"] = buffer_data.size();
		buffers.push_back(gltf_buffer);
	}
	p_state->json["buffers"] = buffers;
	return OK;
}
Error GLTFDocument::_encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path) {