### 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)

for (int i = 0; i < p_state->texture_samplers.size(); ++i) {
		if (p_state->texture_samplers[i]->get_filter_mode() == p_filter_mode) {
			return i;
		}
	}
	GLTFTextureSamplerIndex gltf_sampler_i = p_state->texture_samplers.size();
	Ref<GLTFTextureSampler> gltf_sampler;
	gltf_sampler.instantiate();
	gltf_sampler->set_filter_mode(p_filter_mode);
	gltf_sampler->set_wrap_mode(p_repeats);
	p_state->texture_samplers.push_back(gltf_sampler);
	return gltf_sampler_i;
}
Ref<GLTFTextureSampler> GLTFDocument::_get_sampler_for_texture(Ref<GLTFState> p_state, const GLTFTextureIndex p_texture) {
	ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
	const GLTFTextureSamplerIndex sampler = p_state->textures[p_texture]->get_sampler();
	if (sampler == -1) {
		return p_state->default_texture_sampler;
	} else {
		ERR_FAIL_INDEX_V(sampler, p_state->texture_samplers.size(), Ref<GLTFTextureSampler>());
		return p_state->texture_samplers[sampler];
	}
}
Error GLTFDocument::_serialize_texture_samplers(Ref<GLTFState> p_state) {