### 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)

for (GLTFSkeletonIndex skel_i = 0; skel_i < p_state->skeletons.size(); ++skel_i) {
		Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
		Skeleton3D *skeleton = memnew(Skeleton3D);
		gltf_skeleton->godot_skeleton = skeleton;
		p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
		
		skeleton->set_name("Skeleton3D");
		List<GLTFNodeIndex> bones;
		for (int i = 0; i < gltf_skeleton->roots.size(); ++i) {
			bones.push_back(gltf_skeleton->roots[i]);
		}
		
		
		bones.sort();
		while (!bones.is_empty()) {
			const GLTFNodeIndex node_i = bones.front()->get();
			bones.pop_front();
			Ref<GLTFNode> node = p_state->nodes[node_i];
			ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
			{ 
				Vector<GLTFNodeIndex> child_nodes;
				for (int i = 0; i < node->children.size(); ++i) {
					const GLTFNodeIndex child_i = node->children[i];
					if (p_state->nodes[child_i]->skeleton == skel_i) {
						child_nodes.push_back(child_i);