### 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)

Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i);
	GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
	if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
		gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
	} else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
		gltf_interpolation = GLTFAnimation::INTERP_STEP;
	} else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
		gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
	}
	Animation::TrackType track_type = p_animation->track_get_type(p_track_i);
	int32_t key_count = p_animation->track_get_key_count(p_track_i);
	Vector<real_t> times;
	times.resize(key_count);