### 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 (int j = 0; j < channels.size(); j++) {
			const Dictionary &c = channels[j];
			if (!c.has("target")) {
				continue;
			}
			const Dictionary &t = c["target"];
			if (!t.has("node") || !t.has("path")) {
				continue;
			}
			ERR_FAIL_COND_V(!c.has("sampler"), ERR_PARSE_ERROR);
			const int sampler = c["sampler"];
			ERR_FAIL_INDEX_V(sampler, samplers.size(), ERR_PARSE_ERROR);
			GLTFNodeIndex node = t["node"];
			String path = t["path"];
			ERR_FAIL_INDEX_V(node, p_state->nodes.size(), ERR_PARSE_ERROR);
			GLTFAnimation::Track *track = nullptr;
			if (!animation->get_tracks().has(node)) {
				animation->get_tracks()[node] = GLTFAnimation::Track();
			}
			track = &animation->get_tracks()[node];
			const Dictionary &s = samplers[sampler];
			ERR_FAIL_COND_V(!s.has("input"), ERR_PARSE_ERROR);
			ERR_FAIL_COND_V(!s.has("output"), ERR_PARSE_ERROR);
			const int input = s["input"];
			const int output = s["output"];
			GLTFAnimation::Interpolation interp = GLTFAnimation::INTERP_LINEAR;
			int output_count = 1;
			if (s.has("interpolation")) {
				const String &in = s["interpolation"];