### 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)

return animation_importer ? "AnimationLibrary" : "PackedScene";
}
int ResourceImporterScene::get_format_version() const {
	return 1;
}
bool ResourceImporterScene::get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const {
	if (animation_importer) {
		if (p_option == "animation/import") { 
			return false;
		}
	} else if (p_option.begins_with("animation/")) {
		if (p_option != "animation/import" && !bool(p_options["animation/import"])) {
			return false;
		}
	}
	if (animation_importer && (p_option.begins_with("nodes/") || p_option.begins_with("meshes/") || p_option.begins_with("skins/"))) {
		return false; 
	}
	if (p_option == "meshes/lightmap_texel_size" && int(p_options["meshes/light_baking"]) != 2) {
		
		return false;
	}
	for (int i = 0; i < post_importer_plugins.size(); i++) {
		Variant ret = post_importer_plugins.write[i]->get_option_visibility(p_path, animation_importer, p_option, p_options);
		if (ret.get_type() == Variant::BOOL) {
			return ret;
		}
	}
	for (Ref<EditorSceneFormatImporter> importer : importers) {
		Variant ret = importer->get_option_visibility(p_path, animation_importer, p_option, p_options);