### 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)

Node *owner = p_node->get_owner();
		Node3D *s = Object::cast_to<Node3D>(p_node);
		VehicleWheel3D *bv = memnew(VehicleWheel3D);
		String n = _fixstr(p_node->get_name(), "wheel");
		bv->set_name(n);
		p_node->replace_by(bv);
		p_node->set_name(n);
		bv->add_child(p_node);
		bv->set_owner(owner);
		p_node->set_owner(owner);
		bv->set_transform(s->get_transform());
		s->set_transform(Transform3D());
		p_node = bv;
	} else if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> mesh = mi->get_mesh();
		if (!mesh.is_null()) {
			Vector<Ref<Shape3D>> shapes;
			if (r_collision_map.has(mesh)) {
				shapes = r_collision_map[mesh];
			} else if (_teststr(mesh->get_name(), "col")) {
				_pre_gen_shape_list(mesh, shapes, false);
				r_collision_map[mesh] = shapes;
				mesh->set_name(_fixstr(mesh->get_name(), "col"));
			} else if (_teststr(mesh->get_name(), "convcol")) {
				_pre_gen_shape_list(mesh, shapes, true);
				r_collision_map[mesh] = shapes;
				mesh->set_name(_fixstr(mesh->get_name(), "convcol"));
			} else if (_teststr(mesh->get_name(), "occ")) {