### 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)

if (p_attribs.size() == 0) {
		return -1;
	}
	const int ret_size = p_attribs.size() * 4;
	Vector<double> attribs;
	attribs.resize(ret_size);
	const int element_count = 4;
	Vector<double> type_max;
	type_max.resize(element_count);
	Vector<double> type_min;
	type_min.resize(element_count);
	for (int i = 0; i < p_attribs.size(); i++) {
		Color attrib = p_attribs[i];
		attribs.write[(i * element_count) + 0] = Math::snapped(attrib.r, CMP_NORMALIZE_TOLERANCE);
		attribs.write[(i * element_count) + 1] = Math::snapped(attrib.g, CMP_NORMALIZE_TOLERANCE);
		attribs.write[(i * element_count) + 2] = Math::snapped(attrib.b, CMP_NORMALIZE_TOLERANCE);
		attribs.write[(i * element_count) + 3] = Math::snapped(attrib.a, CMP_NORMALIZE_TOLERANCE);
		_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
	}
	ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
	Ref<GLTFAccessor> accessor;
	accessor.instantiate();
	GLTFBufferIndex buffer_view_i;
	int64_t size = p_state->buffers[0].size();