### 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 (bool(p_options["animation/import"])) {
			import_flags |= EditorSceneFormatImporter::IMPORT_ANIMATION;
		}
	}
	if (bool(p_options["skins/use_named_skins"])) {
		import_flags |= EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
	}
	bool ensure_tangents = p_options["meshes/ensure_tangents"];
	if (ensure_tangents) {
		import_flags |= EditorSceneFormatImporter::IMPORT_GENERATE_TANGENT_ARRAYS;
	}
	Error err = OK;
	List<String> missing_deps; 
	Node *scene = importer->import_scene(src_path, import_flags, p_options, &missing_deps, &err);
	if (!scene || err != OK) {
		return err;
	}
	bool apply_root = true;
	if (p_options.has("nodes/apply_root_scale")) {
		apply_root = p_options["nodes/apply_root_scale"];
	}
	real_t root_scale = 1;
	if (p_options.has("nodes/root_scale")) {
		root_scale = p_options["nodes/root_scale"];
	}
	if (Object::cast_to<Node3D>(scene)) {
		Object::cast_to<Node3D>(scene)->scale(Vector3(root_scale, root_scale, root_scale));
	}
	if (apply_root) {