### 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)

Ref<AnimationLibrary> al = ap->get_animation_library(ap->find_animation_library(anim));
					al->add_animation(name, saved_anim); 
				}
			}
		}
	}
	return p_node;
}
Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps, float p_applied_root_scale) {
	
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *r = _post_fix_node(p_node->get_child(i), p_root, collision_map, r_occluder_arrays, r_scanned_meshes, p_node_data, p_material_data, p_animation_data, p_animation_fps, p_applied_root_scale);
		if (!r) {
			i--; 
		}
	}
	bool isroot = p_node == p_root;
	String import_id = p_node->get_meta("import_id", "PATH:" + p_root->get_path_to(p_node));
	Dictionary node_settings;
	if (p_node_data.has(import_id)) {
		node_settings = p_node_data[import_id];
	}
	if (!isroot && (node_settings.has("import/skip_import") && bool(node_settings["import/skip_import"]))) {
		memdelete(p_node);
		return nullptr;
	}
	{
		
		node_settings = node_settings.duplicate(true);