### 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)

colshape->set_shape(sphereShape);
			}
			sb->add_child(colshape, true);
			colshape->set_owner(sb->get_owner());
		}
	} else if (_teststr(name, "rigid") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		if (isroot) {
			return p_node;
		}
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> mesh = mi->get_mesh();
		if (mesh.is_valid()) {
			Vector<Ref<Shape3D>> shapes;
			if (r_collision_map.has(mesh)) {
				shapes = r_collision_map[mesh];
			} else {
				_pre_gen_shape_list(mesh, shapes, true);
			}
			RigidBody3D *rigid_body = memnew(RigidBody3D);
			rigid_body->set_name(_fixstr(name, "rigid_body"));
			p_node->replace_by(rigid_body);
			rigid_body->set_transform(mi->get_transform());
			p_node = rigid_body;
			mi->set_transform(Transform3D());
			rigid_body->add_child(mi, true);
			mi->set_owner(rigid_body->get_owner());
			_add_shapes(rigid_body, shapes);
		}
	} else if ((_teststr(name, "col") || (_teststr(name, "convcol"))) && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);