### 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)

ERR_FAIL_COND_V(!p_values.size(), T());
	if (p_times.size() != (p_values.size() / (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE ? 3 : 1))) {
		ERR_PRINT_ONCE("The interpolated values are not corresponding to its times.");
		return p_values[0];
	}
	
	int idx = -1;
	for (int i = 0; i < p_times.size(); i++) {
		if (p_times[i] > p_time) {
			break;
		}
		idx++;
	}
	SceneFormatImporterGLTFInterpolate<T> interp;
	switch (p_interp) {
		case GLTFAnimation::INTERP_LINEAR: {
			if (idx == -1) {
				return p_values[0];
			} else if (idx >= p_times.size() - 1) {
				return p_values[p_times.size() - 1];
			}
			const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
			return interp.lerp(p_values[idx], p_values[idx + 1], c);
		} break;
		case GLTFAnimation::INTERP_STEP: {
			if (idx == -1) {
				return p_values[0];
			} else if (idx >= p_times.size() - 1) {