### 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_idx = skel->find_bone(bone);
						if (bone_idx == -1) {
							continue;
						}
						
						_ALLOW_DISCARD_ skel->get_bone_pose(bone_idx);
						loc = skel->get_bone_pose_position(bone_idx);
						rot = skel->get_bone_pose_rotation(bone_idx);
						scale = skel->get_bone_pose_scale(bone_idx);
					} else if (n3d) {
						loc = n3d->get_position();
						rot = n3d->get_transform().basis.get_rotation_quaternion();
						scale = n3d->get_scale();
					} else {
						continue;
					}
					
					int insert_at_pos = -1;
					for (int k = 0; k < anim->get_track_count(); k++) {
						NodePath tpath = anim->track_get_path(k);
						if (path == tpath) {
							Animation::TrackType ttype = anim->track_get_type(k);
							if (insert_at_pos == -1) {
								
								if (track_types[j] < ttype) {
									insert_at_pos = k;
									break; 
								} else {
									insert_at_pos = k + 1;
								}