### 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 (!p_save_to_file || !p_save_to_path.is_resource_file()) {
		return anim;
	}
	if (FileAccess::exists(p_save_to_path) && p_keep_custom_tracks) {
		
		Ref<Animation> old_anim = ResourceLoader::load(p_save_to_path, "Animation", ResourceFormatLoader::CACHE_MODE_IGNORE);
		if (old_anim.is_valid()) {
			for (int i = 0; i < old_anim->get_track_count(); i++) {
				if (!old_anim->track_is_imported(i)) {
					old_anim->copy_track(i, anim);
				}
			}
			anim->set_loop_mode(old_anim->get_loop_mode());
		}
	}
	if (ResourceCache::has(p_save_to_path)) {
		Ref<Animation> old_anim = ResourceCache::get_ref(p_save_to_path);
		if (old_anim.is_valid()) {
			old_anim->copy_from(anim);
			anim = old_anim;
		}
	}
	anim->set_path(p_save_to_path, true); 
	Error err = ResourceSaver::save(anim, p_save_to_path, ResourceSaver::FLAG_CHANGE_PATH);
	ERR_FAIL_COND_V_MSG(err != OK, anim, "Saving of animation failed: " + p_save_to_path);
	return anim;
}
void ResourceImporterScene::_create_slices(AnimationPlayer *ap, Ref<Animation> anim, const Array &p_slices, bool p_bake_all) {