### 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)

print_verbose("glTF: Converting camera: " + p_camera->get_name());
	Ref<GLTFCamera> c = GLTFCamera::from_node(p_camera);
	GLTFCameraIndex camera_index = p_state->cameras.size();
	p_state->cameras.push_back(c);
	return camera_index;
}
GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> p_state, Light3D *p_light) {
	print_verbose("glTF: Converting light: " + p_light->get_name());
	Ref<GLTFLight> l = GLTFLight::from_node(p_light);
	GLTFLightIndex light_index = p_state->lights.size();
	p_state->lights.push_back(l);
	return light_index;
}
void GLTFDocument::_convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
	Transform3D xform = p_spatial->get_transform();
	p_node->scale = xform.basis.get_scale();
	p_node->rotation = xform.basis.get_rotation_quaternion();
	p_node->position = xform.origin;
}
Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
	Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
	Node3D *spatial = memnew(Node3D);
	print_verbose("glTF: Converting spatial: " + gltf_node->get_name());
	return spatial;
}
void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {