### 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)

} else if (mimetype == "image/jpeg") { 
			ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
			img = Image::_jpg_mem_loader_func(data_ptr, data_size);
		}
		
		
		
		
		
		
		
		if (img.is_null()) { 
			ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE);
			img = Image::_png_mem_loader_func(data_ptr, data_size);
		}
		if (img.is_null()) { 
			ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
			img = Image::_jpg_mem_loader_func(data_ptr, data_size);
		}
		
		if (img.is_null()) {
			ERR_PRINT(vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
			p_state->images.push_back(Ref<Texture2D>());
			p_state->source_images.push_back(Ref<Image>());
			continue;
		}
		img->set_name(image_name);
		if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_DISCARD_TEXTURES) {
			p_state->images.push_back(Ref<Texture2D>());
			p_state->source_images.push_back(Ref<Image>());