### 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 (requires_extra_node) {
		current_node = nullptr;
		
		if (!is_skinned_mesh) {
			
			BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, p_node_index);
			p_scene_parent->add_child(bone_attachment, true);
			bone_attachment->set_owner(p_scene_root);
			
			bone_attachment->set_name(gltf_node->get_name());
			
			
			p_scene_parent = bone_attachment;
		}
		
		for (Ref<GLTFDocumentExtension> ext : document_extensions) {
			ERR_CONTINUE(ext.is_null());
			current_node = ext->generate_scene_node(p_state, gltf_node, p_scene_parent);
			if (current_node) {
				break;
			}
		}
		
		if (!current_node) {
			if (gltf_node->mesh >= 0) {
				current_node = _generate_mesh_instance(p_state, p_node_index);
			} else if (gltf_node->camera >= 0) {
				current_node = _generate_camera(p_state, p_node_index);
			} else if (gltf_node->light >= 0) {
				current_node = _generate_light(p_state, p_node_index);