### 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)

continue;
		} else if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) {
			if (p_state->base_path.is_empty()) {
				p_state->images.push_back(Ref<Texture2D>());
				p_state->source_images.push_back(Ref<Image>());
			} else if (img->get_name().is_empty()) {
				WARN_PRINT(vformat("glTF: Image index '%d' couldn't be named. Skipping it.", i));
				p_state->images.push_back(Ref<Texture2D>());
				p_state->source_images.push_back(Ref<Image>());
			} else {
				String file_path = p_state->get_base_path() + "/" + p_state->filename.get_basename() + "_" + img->get_name() + ".png";
				Ref<ConfigFile> config;
				config.instantiate();
				if (FileAccess::exists(file_path + ".import")) {
					config->load(file_path + ".import");
				}
				config->set_value("remap", "importer", "texture");
				config->set_value("remap", "type", "Texture2D");
				if (!config->has_section_key("params", "compress/mode")) {
					config->set_value("remap", "compress/mode", 2); 
				}
				if (!config->has_section_key("params", "mipmaps/generate")) {
					config->set_value("params", "mipmaps/generate", true);
				}
				Error err = OK;
				err = config->save(file_path + ".import");
				ERR_FAIL_COND_V(err != OK, err);
				img->save_png(file_path);
				ERR_FAIL_COND_V(err != OK, err);
				ResourceLoader::import(file_path);