### 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)

const Array &target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array();
					for (int k = 0; k < targets.size(); k++) {
						import_mesh->add_blend_shape(k < target_names.size() ? (String)target_names[k] : String("morph_") + itos(k));
					}
				}
				for (int k = 0; k < targets.size(); k++) {
					const Dictionary &t = targets[k];
					Array array_copy;
					array_copy.resize(Mesh::ARRAY_MAX);
					for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
						array_copy[l] = array[l];
					}
					if (t.has("POSITION")) {
						Vector<Vector3> varr = _decode_accessor_as_vec3(p_state, t["POSITION"], true);
						const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
						const int size = src_varr.size();
						ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
						{
							const int max_idx = varr.size();
							varr.resize(size);
							Vector3 *w_varr = varr.ptrw();
							const Vector3 *r_varr = varr.ptr();
							const Vector3 *r_src_varr = src_varr.ptr();
							for (int l = 0; l < size; l++) {
								if (l < max_idx) {
									w_varr[l] = r_varr[l] + r_src_varr[l];
								} else {
									w_varr[l] = r_src_varr[l];
								}
							}