### 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)

ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_nodes(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_buffers(p_state, p_search_path);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_buffer_views(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_accessors(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	if (!p_state->discard_meshes_and_materials) {
		
		err = _parse_images(p_state, p_search_path);
		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
		
		err = _parse_texture_samplers(p_state);
		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
		
		err = _parse_textures(p_state);
		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
		
		err = _parse_materials(p_state);
		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	}
	
	err = _parse_skins(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);