### 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)

for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
		for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) {
			GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j];
			ERR_FAIL_INDEX_V(child_i, p_state->nodes.size(), ERR_FILE_CORRUPT);
			ERR_CONTINUE(p_state->nodes[child_i]->parent != -1); 
			p_state->nodes.write[child_i]->parent = node_i;
		}
	}
	_compute_node_heights(p_state);
	return OK;
}
void GLTFDocument::_compute_node_heights(Ref<GLTFState> p_state) {
	p_state->root_nodes.clear();
	for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
		Ref<GLTFNode> node = p_state->nodes[node_i];
		node->height = 0;
		GLTFNodeIndex current_i = node_i;
		while (current_i >= 0) {
			const GLTFNodeIndex parent_i = p_state->nodes[current_i]->parent;
			if (parent_i >= 0) {
				++node->height;
			}
			current_i = parent_i;
		}
		if (node->height == 0) {
			p_state->root_nodes.push_back(node_i);
		}
	}
}
static Vector<uint8_t> _parse_base64_uri(const String &uri) {