### 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 (!p_remove_immutable_tracks || !is_default) {
					position_idx = base_idx;
					animation->add_track(Animation::TYPE_POSITION_3D);
					animation->track_set_path(position_idx, transform_node_path);
					animation->track_set_imported(position_idx, true); 
					base_idx++;
				}
			}
			if (track.rotation_track.values.size()) {
				bool is_default = true; 
				if (p_remove_immutable_tracks) {
					Quaternion base_rot = p_state->nodes[track_i.key]->rotation.normalized();
					for (int i = 0; i < track.rotation_track.times.size(); i++) {
						Quaternion value = track.rotation_track.values[track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i].normalized();
						if (!value.is_equal_approx(base_rot)) {
							is_default = false;
							break;
						}
					}
				}
				if (!p_remove_immutable_tracks || !is_default) {
					rotation_idx = base_idx;
					animation->add_track(Animation::TYPE_ROTATION_3D);
					animation->track_set_path(rotation_idx, transform_node_path);
					animation->track_set_imported(rotation_idx, true); 
					base_idx++;
				}
			}
			if (track.scale_track.values.size()) {