### 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)

#include "gltf_state.h"
#include "gltf_template_convert.h"
void GLTFState::_bind_methods() {
	ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
	ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
	ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
	ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
	ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
	ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
	ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
	ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
	ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
	ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
	ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
	ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
	ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
	ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
	ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
	ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
	ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
	ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);