### 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 k = 0; k < vs; k += 3) {
						w[k] = k;
						w[k + 1] = k + 2;
						w[k + 2] = k + 1;
					}
				}
				array[Mesh::ARRAY_INDEX] = indices;
			}
			bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL"));
			Ref<SurfaceTool> mesh_surface_tool;
			mesh_surface_tool.instantiate();
			mesh_surface_tool->create_from_triangle_arrays(array);
			if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
				mesh_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
			}
			mesh_surface_tool->index();
			if (generate_tangents) {
				
				mesh_surface_tool->generate_tangents();
			}
			array = mesh_surface_tool->commit_to_arrays();
			Array morphs;
			
			if (p.has("targets")) {
				print_verbose("glTF: Mesh has targets");
				const Array &targets = p["targets"];
				
				
				import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
				if (j == 0) {