### 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)

if (!mr.has("baseColorFactor")) {
					material->set_albedo(Color(1, 1, 1));
				}
				_set_texture_transform_uv1(bct, material);
			}
			if (mr.has("metallicFactor")) {
				material->set_metallic(mr["metallicFactor"]);
			} else {
				material->set_metallic(1.0);
			}
			if (mr.has("roughnessFactor")) {
				material->set_roughness(mr["roughnessFactor"]);
			} else {
				material->set_roughness(1.0);
			}
			if (mr.has("metallicRoughnessTexture")) {
				const Dictionary &bct = mr["metallicRoughnessTexture"];
				if (bct.has("index")) {
					const Ref<Texture2D> t = _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC);
					material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, t);
					material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
					material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, t);
					material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN);
					if (!mr.has("metallicFactor")) {
						material->set_metallic(1);
					}
					if (!mr.has("roughnessFactor")) {
						material->set_roughness(1);
					}
				}