### 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)

Vector<int> buffer;
			buffer.resize(p_count * component_count);
			int32_t dst_i = 0;
			for (int i = 0; i < p_count; i++) {
				for (int j = 0; j < component_count; j++) {
					if (skip_every && j > 0 && (j % skip_every) == 0) {
						dst_i += skip_bytes;
					}
					double d = *p_src;
					buffer.write[dst_i] = d;
					p_src++;
					dst_i++;
				}
			}
			int64_t old_size = gltf_buffer.size();
			gltf_buffer.resize(old_size + (buffer.size() * sizeof(int32_t)));
			memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int32_t));
			bv->byte_length = buffer.size() * sizeof(int32_t);
		} break;
		case COMPONENT_TYPE_FLOAT: {
			Vector<float> buffer;
			buffer.resize(p_count * component_count);
			int32_t dst_i = 0;
			for (int i = 0; i < p_count; i++) {
				for (int j = 0; j < component_count; j++) {
					if (skip_every && j > 0 && (j % skip_every) == 0) {
						dst_i += skip_bytes;
					}
					double d = *p_src;
					buffer.write[dst_i] = d;