### 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)

List<ImportOption> iopts;
		if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
			get_internal_import_options(INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE, &iopts);
		} else if (Object::cast_to<AnimationPlayer>(p_node)) {
			get_internal_import_options(INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE, &iopts);
		} else if (Object::cast_to<Skeleton3D>(p_node)) {
			get_internal_import_options(INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE, &iopts);
		} else {
			get_internal_import_options(INTERNAL_IMPORT_CATEGORY_NODE, &iopts);
		}
		for (const ImportOption &E : iopts) {
			if (!node_settings.has(E.option.name)) {
				node_settings[E.option.name] = E.default_value;
			}
		}
	}
	{
		ObjectID node_id = p_node->get_instance_id();
		for (int i = 0; i < post_importer_plugins.size(); i++) {
			post_importer_plugins.write[i]->internal_process(EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE, p_root, p_node, Ref<Resource>(), node_settings);
			if (ObjectDB::get_instance(node_id) == nullptr) { 
				break;
			}
		}
	}
	if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		ObjectID node_id = p_node->get_instance_id();
		for (int i = 0; i < post_importer_plugins.size(); i++) {
			post_importer_plugins.write[i]->internal_process(EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE, p_root, p_node, Ref<Resource>(), node_settings);
			if (ObjectDB::get_instance(node_id) == nullptr) {