### 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)

}
						}
						t["POSITION"] = _encode_accessor_as_vec3(p_state, varr, true);
					}
					Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
					if (narr.size()) {
						t["NORMAL"] = _encode_accessor_as_vec3(p_state, narr, true);
					}
					Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
					if (tarr.size()) {
						const int ret_size = tarr.size() / 4;
						Vector<Vector3> attribs;
						attribs.resize(ret_size);
						for (int i = 0; i < ret_size; i++) {
							Vector3 vec3;
							vec3.x = tarr[(i * 4) + 0];
							vec3.y = tarr[(i * 4) + 1];
							vec3.z = tarr[(i * 4) + 2];
						}
						t["TANGENT"] = _encode_accessor_as_vec3(p_state, attribs, true);
					}
					targets.push_back(t);
				}
			}
			Variant v;
			if (surface_i < instance_materials.size()) {
				v = instance_materials.get(surface_i);
			}
			Ref<Material> mat = v;
			if (!mat.is_valid()) {