### 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)

Ref<Texture2D> saved_image = ResourceLoader::load(file_path, "Texture2D");
				if (saved_image.is_valid()) {
					p_state->images.push_back(saved_image);
					p_state->source_images.push_back(img);
				} else {
					WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded with the name: %s. Skipping it.", i, img->get_name()));
					
					p_state->images.push_back(Ref<Texture2D>());
					p_state->source_images.push_back(Ref<Image>());
				}
			}
			continue;
		} else if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) {
			Ref<PortableCompressedTexture2D> tex;
			tex.instantiate();
			tex->set_name(img->get_name());
			tex->set_keep_compressed_buffer(true);
			p_state->source_images.push_back(img);
			tex->create_from_image(img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL);
			p_state->images.push_back(tex);
			p_state->source_images.push_back(img);
			continue;
		}
		p_state->images.push_back(Ref<Texture2D>());
		p_state->source_images.push_back(Ref<Image>());
	}
	print_verbose("glTF: Total images: " + itos(p_state->images.size()));
	return OK;
}
Error GLTFDocument::_serialize_textures(Ref<GLTFState> p_state) {