### 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)

switch (p_component) {
		case GLTFDocument::COMPONENT_TYPE_BYTE:
			return "Byte";
		case GLTFDocument::COMPONENT_TYPE_UNSIGNED_BYTE:
			return "UByte";
		case GLTFDocument::COMPONENT_TYPE_SHORT:
			return "Short";
		case GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT:
			return "UShort";
		case GLTFDocument::COMPONENT_TYPE_INT:
			return "Int";
		case GLTFDocument::COMPONENT_TYPE_FLOAT:
			return "Float";
	}
	return "<Error>";
}
String GLTFDocument::_get_type_name(const GLTFType p_component) {
	static const char *names[] = {
		"float",
		"vec2",
		"vec3",
		"vec4",
		"mat2",
		"mat3",
		"mat4"
	};
	return names[p_component];
}
Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> p_state, const double *p_src, const int p_count, const GLTFType p_type, const int p_component_type, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex, GLTFBufferViewIndex &r_accessor) {