### 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)

void set_use_named_skin_binds(bool p_use_named_skin_binds);
	bool get_discard_textures();
	void set_discard_textures(bool p_discard_textures);
	bool get_embed_as_basisu();
	void set_embed_as_basisu(bool p_embed_as_basisu);
	bool get_extract_textures();
	void set_extract_textures(bool p_extract_textures);
	bool get_discard_meshes_and_materials();
	void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
	TypedArray<GLTFNode> get_nodes();
	void set_nodes(TypedArray<GLTFNode> p_nodes);
	TypedArray<PackedByteArray> get_buffers();
	void set_buffers(TypedArray<PackedByteArray> p_buffers);
	TypedArray<GLTFBufferView> get_buffer_views();
	void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
	TypedArray<GLTFAccessor> get_accessors();
	void set_accessors(TypedArray<GLTFAccessor> p_accessors);
	TypedArray<GLTFMesh> get_meshes();
	void set_meshes(TypedArray<GLTFMesh> p_meshes);
	TypedArray<Material> get_materials();
	void set_materials(TypedArray<Material> p_materials);
	String get_scene_name();
	void set_scene_name(String p_scene_name);
	String get_base_path();
	void set_base_path(String p_base_path);
	PackedInt32Array get_root_nodes();
	void set_root_nodes(PackedInt32Array p_root_nodes);
	TypedArray<GLTFTexture> get_textures();
	void set_textures(TypedArray<GLTFTexture> p_textures);
	TypedArray<GLTFTextureSampler> get_texture_samplers();