### 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)

if (!p_state->json.has("accessors")) {
		return OK;
	}
	const Array &accessors = p_state->json["accessors"];
	for (GLTFAccessorIndex i = 0; i < accessors.size(); i++) {
		const Dictionary &d = accessors[i];
		Ref<GLTFAccessor> accessor;
		accessor.instantiate();
		ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
		accessor->component_type = d["componentType"];
		ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
		accessor->count = d["count"];
		ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
		accessor->type = _get_type_from_str(d["type"]);
		if (d.has("bufferView")) {
			accessor->buffer_view = d["bufferView"]; 
		}
		if (d.has("byteOffset")) {
			accessor->byte_offset = d["byteOffset"];
		}
		if (d.has("normalized")) {
			accessor->normalized = d["normalized"];
		}
		if (d.has("max")) {
			accessor->max = d["max"];
		}
		if (d.has("min")) {