### 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 < track.weight_tracks.size(); i++) {
			ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= p_state->meshes.size());
			Ref<GLTFMesh> mesh = p_state->meshes[gltf_node->mesh];
			ERR_CONTINUE(mesh.is_null());
			ERR_CONTINUE(mesh->get_mesh().is_null());
			ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
			const String blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
			const int track_idx = animation->get_track_count();
			animation->add_track(Animation::TYPE_BLEND_SHAPE);
			animation->track_set_path(track_idx, blend_path);
			animation->track_set_imported(track_idx, true); 
			
			
			GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation;
			if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) {
				animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR);
				for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
					const float t = track.weight_tracks[i].times[j];
					const float attribs = track.weight_tracks[i].values[j];
					animation->blend_shape_track_insert_key(track_idx, t, attribs);
				}
			} else {
				
				const double increment = 1.0 / p_bake_fps;
				double time = 0.0;
				bool last = false;
				while (true) {
					real_t blend = _interpolate_track<real_t>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
					animation->blend_shape_track_insert_key(track_idx, time - anim_start, blend);
					if (last) {