### 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)

ClassDB::bind_method(D_METHOD("append_from_file", "path", "state", "flags", "base_path"),
			&GLTFDocument::append_from_file, DEFVAL(0), DEFVAL(String()));
	ClassDB::bind_method(D_METHOD("append_from_buffer", "bytes", "base_path", "state", "flags"),
			&GLTFDocument::append_from_buffer, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("append_from_scene", "node", "state", "flags"),
			&GLTFDocument::append_from_scene, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("generate_scene", "state", "bake_fps", "trimming", "remove_immutable_tracks"),
			&GLTFDocument::generate_scene, DEFVAL(30), DEFVAL(false), DEFVAL(true));
	ClassDB::bind_method(D_METHOD("generate_buffer", "state"),
			&GLTFDocument::generate_buffer);
	ClassDB::bind_method(D_METHOD("write_to_filesystem", "state", "path"),
			&GLTFDocument::write_to_filesystem);
	ClassDB::bind_static_method("GLTFDocument", D_METHOD("register_gltf_document_extension", "extension", "first_priority"),
			&GLTFDocument::register_gltf_document_extension, DEFVAL(false));
	ClassDB::bind_static_method("GLTFDocument", D_METHOD("unregister_gltf_document_extension", "extension"),
			&GLTFDocument::unregister_gltf_document_extension);
}
void GLTFDocument::_build_parent_hierachy(Ref<GLTFState> p_state) {