### 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)

current_options = &p_options;
	GDVIRTUAL_CALL(_post_process, p_scene);
	current_options = nullptr;
}
void EditorScenePostImportPlugin::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_option_value", "name"), &EditorScenePostImportPlugin::get_option_value);
	ClassDB::bind_method(D_METHOD("add_import_option", "name", "value"), &EditorScenePostImportPlugin::add_import_option);
	ClassDB::bind_method(D_METHOD("add_import_option_advanced", "type", "name", "default_value", "hint", "hint_string", "usage_flags"), &EditorScenePostImportPlugin::add_import_option_advanced, DEFVAL(PROPERTY_HINT_NONE), DEFVAL(""), DEFVAL(PROPERTY_USAGE_DEFAULT));
	GDVIRTUAL_BIND(_get_internal_import_options, "category");
	GDVIRTUAL_BIND(_get_internal_option_visibility, "category", "for_animation", "option");
	GDVIRTUAL_BIND(_get_internal_option_update_view_required, "category", "option");
	GDVIRTUAL_BIND(_internal_process, "category", "base_node", "node", "resource");
	GDVIRTUAL_BIND(_get_import_options, "path");
	GDVIRTUAL_BIND(_get_option_visibility, "path", "for_animation", "option");
	GDVIRTUAL_BIND(_pre_process, "scene");
	GDVIRTUAL_BIND(_post_process, "scene");
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MESH);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MATERIAL);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_ANIMATION);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE);
	BIND_ENUM_CONSTANT(INTERNAL_IMPORT_CATEGORY_MAX);
}
String ResourceImporterScene::get_importer_name() const {