### 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 = json.parse(text);
		if (err != OK) {
			_err_print_error("", "", json.get_error_line(), json.get_error_message().utf8().get_data(), false, ERR_HANDLER_SCRIPT);
		}
		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
		p_state->json = json.get_data();
	}
	if (!p_state->json.has("asset")) {
		return ERR_PARSE_ERROR;
	}
	Dictionary asset = p_state->json["asset"];
	if (!asset.has("version")) {
		return ERR_PARSE_ERROR;
	}
	String version = asset["version"];
	p_state->major_version = version.get_slice(".", 0).to_int();
	p_state->minor_version = version.get_slice(".", 1).to_int();
	document_extensions.clear();
	for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
		ERR_CONTINUE(ext.is_null());
		err = ext->import_preflight(p_state, p_state->json["extensionsUsed"]);
		if (err == OK) {
			document_extensions.push_back(ext);
		}
	}
	err = _parse_gltf_state(p_state, p_path);
	ERR_FAIL_COND_V(err != OK, err);
	return OK;
}
Dictionary _serialize_texture_transform_uv(Vector2 p_offset, Vector2 p_scale) {