### 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)

{
				Vector<Vector3> a = array[Mesh::ARRAY_VERTEX];
				ERR_FAIL_COND_V(!a.size(), ERR_INVALID_DATA);
				attributes["POSITION"] = _encode_accessor_as_vec3(p_state, a, true);
				vertex_num = a.size();
			}
			{
				Vector<real_t> a = array[Mesh::ARRAY_TANGENT];
				if (a.size()) {
					const int ret_size = a.size() / 4;
					Vector<Color> attribs;
					attribs.resize(ret_size);
					for (int i = 0; i < ret_size; i++) {
						Color out;
						out.r = a[(i * 4) + 0];
						out.g = a[(i * 4) + 1];
						out.b = a[(i * 4) + 2];
						out.a = a[(i * 4) + 3];
						attribs.write[i] = out;
					}
					attributes["TANGENT"] = _encode_accessor_as_color(p_state, attribs, true);
				}
			}
			{
				Vector<Vector3> a = array[Mesh::ARRAY_NORMAL];
				if (a.size()) {
					const int ret_size = a.size();
					Vector<Vector3> attribs;
					attribs.resize(ret_size);
					for (int i = 0; i < ret_size; i++) {