### 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)

int bone_i = skin->get_bind_bone(bind_i);
					Transform3D bind_pose = skin->get_bind_pose(bind_i);
					StringName bind_name = skin->get_bind_name(bind_i);
					if (bind_name != StringName()) {
						bone_i = bone_name_to_idx[bind_name];
					}
					ERR_CONTINUE(bone_i < 0 || bone_i >= bone_cnt);
					if (bind_name == StringName()) {
						bind_name = skeleton->get_bone_name(bone_i);
					}
					GLTFNodeIndex skeleton_bone_i = gltf_skeleton->joints[bone_i];
					gltf_skin->joints_original.push_back(skeleton_bone_i);
					gltf_skin->joints.push_back(skeleton_bone_i);
					gltf_skin->inverse_binds.push_back(bind_pose);
					if (skeleton->get_bone_parent(bone_i) == -1) {
						gltf_skin->roots.push_back(skeleton_bone_i);
					}
					gltf_skin->joint_i_to_bone_i[bind_i] = bone_i;
					gltf_skin->joint_i_to_name[bind_i] = bind_name;
				}
				skin_gltf_i = p_state->skins.size();
				p_state->skins.push_back(gltf_skin);
				p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key] = skin_gltf_i;
			}
			node->skin = skin_gltf_i;
			node->skeleton = skeleton_gltf_i;
		}
	}
}
float GLTFDocument::solve_metallic(float p_dielectric_specular, float p_diffuse, float p_specular, float p_one_minus_specular_strength) {