### 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)

p_src++;
					dst_i++;
				}
			}
			int64_t old_size = gltf_buffer.size();
			gltf_buffer.resize(old_size + (buffer.size() * sizeof(float)));
			memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float));
			bv->byte_length = buffer.size() * sizeof(float);
		} break;
	}
	ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_INVALID_DATA);
	ERR_FAIL_COND_V((int)(offset + buffer_end) > gltf_buffer.size(), ERR_INVALID_DATA);
	r_accessor = bv->buffer = p_state->buffer_views.size();
	p_state->buffer_views.push_back(bv);
	return OK;
}
Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> p_state, double *p_dst, const GLTFBufferViewIndex p_buffer_view, const int p_skip_every, const int p_skip_bytes, const int p_element_size, const int p_count, const GLTFType p_type, const int p_component_count, const int p_component_type, const int p_component_size, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex) {
	const Ref<GLTFBufferView> bv = p_state->buffer_views[p_buffer_view];
	int stride = p_element_size;
	if (bv->byte_stride != -1) {
		stride = bv->byte_stride;
	}
	if (p_for_vertex && stride % 4) {
		stride += 4 - (stride % 4); 
	}
	ERR_FAIL_INDEX_V(bv->buffer, p_state->buffers.size(), ERR_PARSE_ERROR);
	const uint32_t offset = bv->byte_offset + p_byte_offset;
	Vector<uint8_t> buffer = p_state->buffers[bv->buffer]; 
	const uint8_t *bufptr = buffer.ptr();