### 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)

const Array &samplers = p_state->json["samplers"];
	for (int i = 0; i < samplers.size(); ++i) {
		const Dictionary &d = samplers[i];
		Ref<GLTFTextureSampler> sampler;
		sampler.instantiate();
		if (d.has("minFilter")) {
			sampler->set_min_filter(d["minFilter"]);
		} else {
			sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
		}
		if (d.has("magFilter")) {
			sampler->set_mag_filter(d["magFilter"]);
		} else {
			sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
		}
		if (d.has("wrapS")) {
			sampler->set_wrap_s(d["wrapS"]);
		} else {
			sampler->set_wrap_s(GLTFTextureSampler::WrapMode::DEFAULT);
		}
		if (d.has("wrapT")) {
			sampler->set_wrap_t(d["wrapT"]);
		} else {
			sampler->set_wrap_t(GLTFTextureSampler::WrapMode::DEFAULT);
		}
		p_state->texture_samplers.push_back(sampler);
	}
	return OK;
}
Error GLTFDocument::_serialize_materials(Ref<GLTFState> p_state) {