### 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)

return major_version;
}
void GLTFState::set_major_version(int p_major_version) {
	major_version = p_major_version;
}
int GLTFState::get_minor_version() {
	return minor_version;
}
void GLTFState::set_minor_version(int p_minor_version) {
	minor_version = p_minor_version;
}
Vector<uint8_t> GLTFState::get_glb_data() {
	return glb_data;
}
void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
	glb_data = p_glb_data;
}
bool GLTFState::get_use_named_skin_binds() {
	return use_named_skin_binds;
}
void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
	use_named_skin_binds = p_use_named_skin_binds;
}
TypedArray<GLTFNode> GLTFState::get_nodes() {
	return GLTFTemplateConvert::to_array(nodes);
}
void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
	GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
TypedArray<PackedByteArray> GLTFState::get_buffers() {