### 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)

data_size = data.size();
				
				if (mimetype.is_empty()) {
					if (uri.begins_with("data:image/png;base64")) {
						mimetype = "image/png";
					} else if (uri.begins_with("data:image/jpeg;base64")) {
						mimetype = "image/jpeg";
					}
				}
			} else { 
				ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
				uri = uri.uri_decode();
				uri = p_base_path.path_join(uri).replace("\\", "/"); 
				
				
				
				
				
				Ref<Texture2D> texture = ResourceLoader::load(uri);
				String extension = uri.get_extension().to_lower();
				if (texture.is_valid()) {
					p_state->images.push_back(texture);
					p_state->source_images.push_back(texture->get_image());
					continue;
				} else if (mimetype == "image/png" || mimetype == "image/jpeg" || extension == "png" || extension == "jpg" || extension == "jpeg") {
					
					
					
					data = FileAccess::get_file_as_bytes(uri);
					if (data.size() == 0) {