### 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)

case BODY_TYPE_DYNAMIC:
								mesh_physics_mode = MeshPhysicsMode::MESH_PHYSICS_RIGID_BODY_AND_MESH;
								break;
							case BODY_TYPE_AREA:
								mesh_physics_mode = MeshPhysicsMode::MESH_PHYSICS_AREA_ONLY;
								break;
						}
					}
				}
				if (mesh_physics_mode != MeshPhysicsMode::MESH_PHYSICS_DISABLED) {
					Vector<Ref<Shape3D>> shapes;
					if (collision_map.has(m)) {
						shapes = collision_map[m];
					} else {
						shapes = get_collision_shapes(
								m->get_mesh(),
								node_settings,
								p_applied_root_scale);
					}
					if (shapes.size()) {
						CollisionObject3D *base = nullptr;
						switch (mesh_physics_mode) {
							case MESH_PHYSICS_MESH_AND_STATIC_COLLIDER: {
								StaticBody3D *col = memnew(StaticBody3D);
								p_node->add_child(col, true);
								col->set_owner(p_node->get_owner());
								col->set_transform(get_collision_shapes_transform(node_settings));
								col->set_position(p_applied_root_scale * col->get_position());
								base = col;
							} break;