### 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: type " + _get_type_name(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
	print_verbose("glTF: accessor offset " + itos(p_byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv->byte_length));
	const int buffer_end = (stride * (p_count - 1)) + p_element_size;
	ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_PARSE_ERROR);
	ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
	
	for (int i = 0; i < p_count; i++) {
		const uint8_t *src = &bufptr[offset + i * stride];
		for (int j = 0; j < p_component_count; j++) {
			if (p_skip_every && j > 0 && (j % p_skip_every) == 0) {
				src += p_skip_bytes;
			}
			double d = 0;
			switch (p_component_type) {
				case COMPONENT_TYPE_BYTE: {
					int8_t b = int8_t(*src);
					if (p_normalized) {
						d = (double(b) / 128.0);
					} else {
						d = double(b);
					}
				} break;
				case COMPONENT_TYPE_UNSIGNED_BYTE: {
					uint8_t b = *src;
					if (p_normalized) {
						d = (double(b) / 255.0);
					} else {
						d = double(b);
					}
				} break;