### 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 (a.has(gltf_texcoord_key)) {
					texcoord_second = _decode_accessor_as_vec2(p_state, a[gltf_texcoord_key], true);
					num_channels = 4;
				}
				if (!num_channels) {
					break;
				}
				if (num_channels == 2 || num_channels == 4) {
					cur_custom.resize(vertex_num * num_channels);
					for (int32_t uv_i = 0; uv_i < texcoord_first.size() && uv_i < vertex_num; uv_i++) {
						cur_custom.write[uv_i * num_channels + 0] = texcoord_first[uv_i].x;
						cur_custom.write[uv_i * num_channels + 1] = texcoord_first[uv_i].y;
					}
					
					for (int32_t uv_i = texcoord_first.size(); uv_i < vertex_num; uv_i++) {
						cur_custom.write[uv_i * num_channels + 0] = 0;
						cur_custom.write[uv_i * num_channels + 1] = 0;
					}
				}
				if (num_channels == 4) {
					for (int32_t uv_i = 0; uv_i < texcoord_second.size() && uv_i < vertex_num; uv_i++) {
						
						cur_custom.write[uv_i * num_channels + 2] = texcoord_second[uv_i].x;
						cur_custom.write[uv_i * num_channels + 3] = texcoord_second[uv_i].y;
					}
					
					for (int32_t uv_i = texcoord_second.size(); uv_i < vertex_num; uv_i++) {
						cur_custom.write[uv_i * num_channels + 2] = 0;
						cur_custom.write[uv_i * num_channels + 3] = 0;
					}