### 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)

} else if (_teststr(name, "navmesh") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		if (isroot) {
			return p_node;
		}
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> mesh = mi->get_mesh();
		ERR_FAIL_COND_V(mesh.is_null(), nullptr);
		NavigationRegion3D *nmi = memnew(NavigationRegion3D);
		nmi->set_name(_fixstr(name, "navmesh"));
		Ref<NavigationMesh> nmesh = mesh->create_navigation_mesh();
		nmi->set_navigation_mesh(nmesh);
		Object::cast_to<Node3D>(nmi)->set_transform(mi->get_transform());
		p_node->replace_by(nmi);
		memdelete(p_node);
		p_node = nmi;
	} else if (_teststr(name, "occ") || _teststr(name, "occonly")) {
		if (isroot) {
			return p_node;
		}
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		if (mi) {
			Ref<ImporterMesh> mesh = mi->get_mesh();
			if (mesh.is_valid()) {
				if (r_occluder_arrays) {
					OccluderInstance3D::bake_single_node(mi, 0.0f, r_occluder_arrays->first, r_occluder_arrays->second);
				}
				if (_teststr(name, "occ")) {
					String fixed_name = _fixstr(name, "occ");
					if (!fixed_name.is_empty()) {
						if (mi->get_parent() && !mi->get_parent()->has_node(fixed_name)) {