### 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)

ERR_FAIL_INDEX_V(p_accessor, p_state->accessors.size(), Vector<double>());
	const Ref<GLTFAccessor> a = p_state->accessors[p_accessor];
	const int component_count_for_type[7] = {
		1, 2, 3, 4, 4, 9, 16
	};
	const int component_count = component_count_for_type[a->type];
	const int component_size = _get_component_type_size(a->component_type);
	ERR_FAIL_COND_V(component_size == 0, Vector<double>());
	int element_size = component_count * component_size;
	int skip_every = 0;
	int skip_bytes = 0;
	
	switch (a->component_type) {
		case COMPONENT_TYPE_BYTE:
		case COMPONENT_TYPE_UNSIGNED_BYTE: {
			if (a->type == TYPE_MAT2) {
				skip_every = 2;