### 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)

if (mesh.is_valid()) {
				p_dictionary.importer_meshes.insert(mesh);
			}
			Ref<Skin> skin = mesh_instance_3d->get_skin();
			if (skin.is_valid()) {
				p_dictionary.skins.insert(skin);
			}
		}
	}
	AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_node);
	if (animation_player) {
		List<StringName> animation_list;
		animation_player->get_animation_list(&animation_list);
		for (const StringName &E : animation_list) {
			Ref<Animation> animation = animation_player->get_animation(E);
			p_dictionary.animations.insert(animation);
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		_populate_scalable_nodes_collection(child, p_dictionary);
	}
}
void _apply_permanent_rotation_scale_to_node(Node *p_node) {
	Transform3D transform = Object::cast_to<Node3D>(p_node)->get_transform();
	ScalableNodeCollection scalable_node_collection;
	_populate_scalable_nodes_collection(p_node, scalable_node_collection);
	_apply_basis_to_scalable_node_collection(scalable_node_collection, transform.basis.get_scale());
}
Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames) {