### 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)

r_lightmap_caches.insert(i, lightmap_cache);
									break;
								}
								if (new_md5 == md5) {
									break;
								}
							}
						}
					}
				}
				if (generate_lods) {
					Array skin_pose_transform_array = _get_skinned_pose_transforms(src_mesh_node);
					src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle, skin_pose_transform_array);
				}
				if (create_shadow_meshes) {
					src_mesh_node->get_mesh()->create_shadow_mesh();
				}
				if (!save_to_file.is_empty()) {
					Ref<Mesh> existing = ResourceCache::get_ref(save_to_file);
					if (existing.is_valid()) {
						
						existing->reset_state();
					}
					mesh = src_mesh_node->get_mesh()->get_mesh(existing);
					ResourceSaver::save(mesh, save_to_file); 
					mesh->set_path(save_to_file, true); 
				} else {
					mesh = src_mesh_node->get_mesh()->get_mesh();
				}
			} else {