### 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)

occluder_instance->set_owner(scene);
	}
	bool gen_lods = bool(p_options["meshes/generate_lods"]);
	bool create_shadow_meshes = bool(p_options["meshes/create_shadow_meshes"]);
	int light_bake_mode = p_options["meshes/light_baking"];
	float texel_size = p_options["meshes/lightmap_texel_size"];
	float lightmap_texel_size = MAX(0.001, texel_size);
	Vector<uint8_t> src_lightmap_cache;
	Vector<Vector<uint8_t>> mesh_lightmap_caches;
	{
		src_lightmap_cache = FileAccess::get_file_as_bytes(p_source_file + ".unwrap_cache", &err);
		if (err != OK) {
			src_lightmap_cache.clear();
		}
	}
	Dictionary mesh_data;
	if (subresources.has("meshes")) {
		mesh_data = subresources["meshes"];
	}
	_generate_meshes(scene, mesh_data, gen_lods, create_shadow_meshes, LightBakeMode(light_bake_mode), lightmap_texel_size, src_lightmap_cache, mesh_lightmap_caches);
	if (mesh_lightmap_caches.size()) {
		Ref<FileAccess> f = FileAccess::open(p_source_file + ".unwrap_cache", FileAccess::WRITE);
		if (f.is_valid()) {
			f->store_32(mesh_lightmap_caches.size());
			for (int i = 0; i < mesh_lightmap_caches.size(); i++) {
				String md5 = String::md5(mesh_lightmap_caches[i].ptr());
				f->store_buffer(mesh_lightmap_caches[i].ptr(), mesh_lightmap_caches[i].size());
			}
		}
	}