### 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)

}
		ERR_FAIL_COND_V(target_names.size() != weights.size(), FAILED);
		gltf_mesh["extras"] = e;
		gltf_mesh["primitives"] = primitives;
		meshes.push_back(gltf_mesh);
	}
	if (!meshes.size()) {
		return OK;
	}
	p_state->json["meshes"] = meshes;
	print_verbose("glTF: Total meshes: " + itos(meshes.size()));
	return OK;
}
Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) {
	if (!p_state->json.has("meshes")) {
		return OK;
	}
	Array meshes = p_state->json["meshes"];
	for (GLTFMeshIndex i = 0; i < meshes.size(); i++) {
		print_verbose("glTF: Parsing mesh: " + itos(i));
		Dictionary d = meshes[i];
		Ref<GLTFMesh> mesh;
		mesh.instantiate();
		bool has_vertex_color = false;
		ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
		Array primitives = d["primitives"];
		const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
		Ref<ImporterMesh> import_mesh;
		import_mesh.instantiate();
		String mesh_name = "mesh";