### 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)

const GLTFType type = GLTFType::TYPE_VEC4;
	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
	accessor->max = type_max;
	accessor->min = type_min;
	accessor->normalized = false;
	accessor->count = p_attribs.size();
	accessor->type = type;
	accessor->component_type = component_type;
	accessor->byte_offset = 0;
	Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
	if (err != OK) {
		return -1;
	}
	accessor->buffer_view = buffer_view_i;
	p_state->accessors.push_back(accessor);
	return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> p_state, const Vector<Color> p_attribs, const bool p_for_vertex) {
	if (p_attribs.size() == 0) {
		return -1;
	}
	const int element_count = 4;
	const int ret_size = p_attribs.size() * element_count;
	Vector<double> attribs;
	attribs.resize(ret_size);
	Vector<double> type_max;
	type_max.resize(element_count);
	Vector<double> type_min;
	type_min.resize(element_count);
	for (int i = 0; i < p_attribs.size(); i++) {