### 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)

post_importer_plugins.erase(p_plugin);
}
void ResourceImporterScene::add_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin, bool p_first_priority) {
	ERR_FAIL_COND(p_plugin.is_null());
	if (p_first_priority) {
		post_importer_plugins.insert(0, p_plugin);
	} else {
		post_importer_plugins.push_back(p_plugin);
	}
}
void ResourceImporterScene::remove_importer(Ref<EditorSceneFormatImporter> p_importer) {
	importers.erase(p_importer);
}
void ResourceImporterScene::clean_up_importer_plugins() {
	importers.clear();
	post_importer_plugins.clear();
}
uint32_t EditorSceneFormatImporterESCN::get_import_flags() const {
	return IMPORT_SCENE;
}
void EditorSceneFormatImporterESCN::get_extensions(List<String> *r_extensions) const {
	r_extensions->push_back("escn");
}
Node *EditorSceneFormatImporterESCN::import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err) {