### 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)

Vector<real_t> array;
	array.resize(16);
	Vector3 axis_x = p_transform.get_basis().get_column(Vector3::AXIS_X);
	array.write[0] = axis_x.x;
	array.write[1] = axis_x.y;
	array.write[2] = axis_x.z;
	array.write[3] = 0.0f;
	Vector3 axis_y = p_transform.get_basis().get_column(Vector3::AXIS_Y);
	array.write[4] = axis_y.x;
	array.write[5] = axis_y.y;
	array.write[6] = axis_y.z;
	array.write[7] = 0.0f;
	Vector3 axis_z = p_transform.get_basis().get_column(Vector3::AXIS_Z);
	array.write[8] = axis_z.x;
	array.write[9] = axis_z.y;
	array.write[10] = axis_z.z;
	array.write[11] = 0.0f;
	Vector3 origin = p_transform.get_origin();
	array.write[12] = origin.x;
	array.write[13] = origin.y;
	array.write[14] = origin.z;
	array.write[15] = 1.0f;
	return array;
}
Error GLTFDocument::_serialize_nodes(Ref<GLTFState> p_state) {