### 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)

String path = p_animation->track_get_path(p_track_i);
	for (int32_t key_i = 0; key_i < key_count; key_i++) {
		times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
	}
	if (track_type == Animation::TYPE_SCALE_3D) {
		p_track.scale_track.times = times;
		p_track.scale_track.interpolation = gltf_interpolation;
		p_track.scale_track.values.resize(key_count);
		for (int32_t key_i = 0; key_i < key_count; key_i++) {
			Vector3 scale;
			Error err = p_animation->scale_track_get_key(p_track_i, key_i, &scale);
			ERR_CONTINUE(err != OK);
			p_track.scale_track.values.write[key_i] = scale;
		}
	} else if (track_type == Animation::TYPE_POSITION_3D) {
		p_track.position_track.times = times;
		p_track.position_track.values.resize(key_count);
		p_track.position_track.interpolation = gltf_interpolation;
		for (int32_t key_i = 0; key_i < key_count; key_i++) {
			Vector3 position;
			Error err = p_animation->position_track_get_key(p_track_i, key_i, &position);
			ERR_CONTINUE(err != OK);
			p_track.position_track.values.write[key_i] = position;
		}
	} else if (track_type == Animation::TYPE_ROTATION_3D) {
		p_track.rotation_track.times = times;
		p_track.rotation_track.interpolation = gltf_interpolation;
		p_track.rotation_track.values.resize(key_count);
		for (int32_t key_i = 0; key_i < key_count; key_i++) {
			Quaternion rotation;