### 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)

const int surf_count = p_mesh->get_surface_count();
	const int blendshape_count = p_mesh->get_blend_shape_count();
	struct LocalSurfData {
		Mesh::PrimitiveType prim = {};
		Array arr;
		Array bsarr;
		Dictionary lods;
		String name;
		Ref<Material> mat;
		int fmt_compress_flags = 0;
	};
	Vector<LocalSurfData> surf_data_by_mesh;
	Vector<String> blendshape_names;
	for (int bsidx = 0; bsidx < blendshape_count; bsidx++) {
		blendshape_names.append(p_mesh->get_blend_shape_name(bsidx));
	}
	for (int surf_idx = 0; surf_idx < surf_count; surf_idx++) {
		Mesh::PrimitiveType prim = p_mesh->get_surface_primitive_type(surf_idx);
		const int fmt_compress_flags = p_mesh->get_surface_format(surf_idx);
		Array arr = p_mesh->get_surface_arrays(surf_idx);
		String name = p_mesh->get_surface_name(surf_idx);
		Dictionary lods;
		Ref<Material> mat = p_mesh->get_surface_material(surf_idx);
		{
			Vector<Vector3> vertex_array = arr[ArrayMesh::ARRAY_VERTEX];
			for (int vert_arr_i = 0; vert_arr_i < vertex_array.size(); vert_arr_i++) {
				vertex_array.write[vert_arr_i] = vertex_array[vert_arr_i] * p_scale;
			}