### 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(root < 0, FAILED);
		out_roots.push_back(root);
	}
	out_roots.sort();
	for (int i = 0; i < out_roots.size(); ++i) {
		_capture_nodes_in_skin(p_state, p_skin, out_roots[i]);
	}
	p_skin->roots = out_roots;
	return OK;
}
Error GLTFDocument::_verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin) {
	
	
	
	
	
	
	DisjointSet<GLTFNodeIndex> disjoint_set;
	Vector<GLTFNodeIndex> all_skin_nodes;
	all_skin_nodes.append_array(p_skin->joints);
	all_skin_nodes.append_array(p_skin->non_joints);
	for (int i = 0; i < all_skin_nodes.size(); ++i) {
		const GLTFNodeIndex node_index = all_skin_nodes[i];
		const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
		disjoint_set.insert(node_index);
		if (all_skin_nodes.find(parent) >= 0) {
			disjoint_set.create_union(parent, node_index);
		}
	}
	Vector<GLTFNodeIndex> out_owners;