### 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)

}
					array_copy = blend_surface_tool->commit_to_arrays();
					
					for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
						if (!(Mesh::ARRAY_FORMAT_BLEND_SHAPE_MASK & (1 << l))) {
							array_copy[l] = Variant();
						}
					}
					morphs.push_back(array_copy);
				}
			}
			Ref<Material> mat;
			String mat_name;
			if (!p_state->discard_meshes_and_materials) {
				if (p.has("material")) {
					const int material = p["material"];
					ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT);
					Ref<Material> mat3d = p_state->materials[material];
					ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT);
					Ref<BaseMaterial3D> base_material = mat3d;
					if (has_vertex_color && base_material.is_valid()) {
						base_material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
					}
					mat = mat3d;
				} else {
					Ref<StandardMaterial3D> mat3d;
					mat3d.instantiate();
					if (has_vertex_color) {
						mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
					}