### 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 (metallness_image.is_valid() && metallness_image->get_size() != Vector2(width, height)) {
				metallness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
			}
			for (int32_t h = 0; h < height; h++) {
				for (int32_t w = 0; w < width; w++) {
					Color c = Color(1.0f, 1.0f, 1.0f);
					if (has_ao) {
						if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == ao_channel) {
							c.r = ao_image->get_pixel(w, h).r;
						} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == ao_channel) {
							c.r = ao_image->get_pixel(w, h).g;
						} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == ao_channel) {
							c.r = ao_image->get_pixel(w, h).b;
						} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == ao_channel) {
							c.r = ao_image->get_pixel(w, h).a;
						}
					}
					if (has_roughness) {
						if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == roughness_channel) {
							c.g = roughness_image->get_pixel(w, h).r;
						} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == roughness_channel) {
							c.g = roughness_image->get_pixel(w, h).g;
						} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == roughness_channel) {
							c.g = roughness_image->get_pixel(w, h).b;
						} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == roughness_channel) {
							c.g = roughness_image->get_pixel(w, h).a;
						}
					}
					if (has_metalness) {