### 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)

int32_t index = l * weight_tracks_size + k;
						ERR_BREAK(index >= all_track_values.size());
						all_track_values.write[index] = wdata.write[l];
					}
				}
				s["interpolation"] = interpolation_to_string(track.weight_tracks[track.weight_tracks.size() - 1].interpolation);
				s["input"] = _encode_accessor_as_floats(p_state, all_track_times, false);
				s["output"] = _encode_accessor_as_floats(p_state, all_track_values, false);
				samplers.push_back(s);
				Dictionary target;
				target["path"] = "weights";
				target["node"] = track_i.key;
				t["target"] = target;
				channels.push_back(t);
			}
		}
		if (channels.size() && samplers.size()) {
			d["channels"] = channels;
			d["samplers"] = samplers;
			animations.push_back(d);
		}
	}
	if (!animations.size()) {
		return OK;
	}
	p_state->json["animations"] = animations;
	print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
	return OK;
}
Error GLTFDocument::_parse_animations(Ref<GLTFState> p_state) {