### 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)

for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
		Ref<Skin> skin = p_state->skins.write[skin_i]->godot_skin;
		if (skin->get_name().is_empty()) {
			
			skin->set_name(_gen_unique_name(p_state, "Skin"));
		}
	}
	return OK;
}
bool GLTFDocument::_skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b) {
	if (p_skin_a->get_bind_count() != p_skin_b->get_bind_count()) {
		return false;
	}
	for (int i = 0; i < p_skin_a->get_bind_count(); ++i) {
		if (p_skin_a->get_bind_bone(i) != p_skin_b->get_bind_bone(i)) {
			return false;
		}
		if (p_skin_a->get_bind_name(i) != p_skin_b->get_bind_name(i)) {
			return false;
		}
		Transform3D a_xform = p_skin_a->get_bind_pose(i);
		Transform3D b_xform = p_skin_b->get_bind_pose(i);
		if (a_xform != b_xform) {
			return false;
		}
	}
	return true;
}
void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> p_state) {