### 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 element_count = 16;
	const int ret_size = p_attribs.size() * element_count;
	Vector<double> attribs;
	attribs.resize(ret_size);
	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++) {
		Transform3D attrib = p_attribs[i];
		Basis basis = attrib.get_basis();
		Vector3 axis_0 = basis.get_column(Vector3::AXIS_X);
		attribs.write[i * element_count + 0] = Math::snapped(axis_0.x, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 1] = Math::snapped(axis_0.y, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 2] = Math::snapped(axis_0.z, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 3] = 0.0;
		Vector3 axis_1 = basis.get_column(Vector3::AXIS_Y);
		attribs.write[i * element_count + 4] = Math::snapped(axis_1.x, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 5] = Math::snapped(axis_1.y, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 6] = Math::snapped(axis_1.z, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 7] = 0.0;
		Vector3 axis_2 = basis.get_column(Vector3::AXIS_Z);
		attribs.write[i * element_count + 8] = Math::snapped(axis_2.x, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 9] = Math::snapped(axis_2.y, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 10] = Math::snapped(axis_2.z, CMP_NORMALIZE_TOLERANCE);
		attribs.write[i * element_count + 11] = 0.0;