### 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)

const String bone = gltf_node->get_name();
			transform_node_path = path + ":" + bone;
		} else {
			transform_node_path = node_path;
		}
		if (p_trimming) {
			for (int i = 0; i < track.rotation_track.times.size(); i++) {
				anim_start = MIN(anim_start, track.rotation_track.times[i]);
				anim_end = MAX(anim_end, track.rotation_track.times[i]);
			}
			for (int i = 0; i < track.position_track.times.size(); i++) {
				anim_start = MIN(anim_start, track.position_track.times[i]);
				anim_end = MAX(anim_end, track.position_track.times[i]);
			}
			for (int i = 0; i < track.scale_track.times.size(); i++) {
				anim_start = MIN(anim_start, track.scale_track.times[i]);
				anim_end = MAX(anim_end, track.scale_track.times[i]);
			}
			for (int i = 0; i < track.weight_tracks.size(); i++) {
				for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
					anim_start = MIN(anim_start, track.weight_tracks[i].times[j]);
					anim_end = MAX(anim_end, track.weight_tracks[i].times[j]);
				}
			}
		} else {
			
			for (int i = 0; i < track.rotation_track.times.size(); i++) {
				anim_end = MAX(anim_end, track.rotation_track.times[i]);
			}
			for (int i = 0; i < track.position_track.times.size(); i++) {