### 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)

Error err = p_animation->rotation_track_get_key(p_track_i, key_i, &rotation);
			ERR_CONTINUE(err != OK);
			p_track.rotation_track.values.write[key_i] = rotation;
		}
	} else if (track_type == Animation::TYPE_VALUE) {
		if (path.contains(":position")) {
			p_track.position_track.times = times;
			p_track.position_track.interpolation = gltf_interpolation;
			p_track.position_track.values.resize(key_count);
			p_track.position_track.interpolation = gltf_interpolation;
			for (int32_t key_i = 0; key_i < key_count; key_i++) {
				Vector3 position = p_animation->track_get_key_value(p_track_i, key_i);
				p_track.position_track.values.write[key_i] = position;
			}
		} else if (path.contains(":rotation")) {
			p_track.rotation_track.times = times;
			p_track.rotation_track.interpolation = gltf_interpolation;
			p_track.rotation_track.values.resize(key_count);
			p_track.rotation_track.interpolation = gltf_interpolation;
			for (int32_t key_i = 0; key_i < key_count; key_i++) {
				Vector3 rotation_radian = p_animation->track_get_key_value(p_track_i, key_i);
				p_track.rotation_track.values.write[key_i] = Quaternion::from_euler(rotation_radian);
			}
		} else if (path.contains(":scale")) {
			p_track.scale_track.times = times;
			p_track.scale_track.interpolation = gltf_interpolation;
			p_track.scale_track.values.resize(key_count);
			p_track.scale_track.interpolation = gltf_interpolation;
			for (int32_t key_i = 0; key_i < key_count; key_i++) {
				Vector3 scale_track = p_animation->track_get_key_value(p_track_i, key_i);