### 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)

ERR_FAIL_NULL_V(p_state, ERR_PARSE_ERROR);
	if (p_state->json.has("extensionsUsed")) {
		Vector<String> ext_array = p_state->json["extensionsUsed"];
		p_state->extensions_used = ext_array;
	}
	if (p_state->json.has("extensionsRequired")) {
		Vector<String> ext_array = p_state->json["extensionsRequired"];
		p_state->extensions_required = ext_array;
	}
	HashSet<String> supported_extensions;
	supported_extensions.insert("KHR_lights_punctual");
	supported_extensions.insert("KHR_materials_pbrSpecularGlossiness");
	supported_extensions.insert("KHR_texture_transform");
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		Vector<String> ext_supported_extensions = ext->get_supported_extensions();
		for (int i = 0; i < ext_supported_extensions.size(); ++i) {
			supported_extensions.insert(ext_supported_extensions[i]);
		}
	}
	Error ret = Error::OK;
	for (int i = 0; i < p_state->extensions_required.size(); i++) {
		if (!supported_extensions.has(p_state->extensions_required[i])) {
			ERR_PRINT("GLTF: Can't import file '" + p_state->filename + "', required extension '" + String(p_state->extensions_required[i]) + "' is not supported. Are you missing a GLTFDocumentExtension plugin?");
			ret = ERR_UNAVAILABLE;
		}
	}
	return ret;
}