### 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)

case COMPONENT_TYPE_SHORT:
		case COMPONENT_TYPE_UNSIGNED_SHORT: {
			if (p_type == TYPE_MAT3) {
				skip_every = 6;
				skip_bytes = 4;
			}
		} break;
		default: {
		}
	}
	Ref<GLTFBufferView> bv;
	bv.instantiate();
	const uint32_t offset = bv->byte_offset = p_byte_offset;
	Vector<uint8_t> &gltf_buffer = p_state->buffers.write[0];
	int stride = _get_component_type_size(p_component_type);
	if (p_for_vertex && stride % 4) {
		stride += 4 - (stride % 4); 
	}
	
	print_verbose("glTF: encoding type " + _get_type_name(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
	print_verbose("glTF: encoding accessor offset " + itos(p_byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(gltf_buffer.size()) + " view len " + itos(bv->byte_length));
	const int buffer_end = (stride * (p_count - 1)) + _get_component_type_size(p_component_type);
	
	bv->byte_offset = gltf_buffer.size();
	switch (p_component_type) {
		case COMPONENT_TYPE_BYTE: {
			Vector<int8_t> buffer;
			buffer.resize(p_count * component_count);
			int32_t dst_i = 0;
			for (int i = 0; i < p_count; i++) {