### 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)

accessor->count = p_attribs.size();
	accessor->type = type;
	accessor->component_type = component_type;
	accessor->byte_offset = 0;
	Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
	if (err != OK) {
		return -1;
	}
	accessor->buffer_view = buffer_view_i;
	p_state->accessors.push_back(accessor);
	return p_state->accessors.size() - 1;
}
Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
	const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
	Vector<Vector2> ret;
	if (attribs.size() == 0) {
		return ret;
	}
	ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
	const double *attribs_ptr = attribs.ptr();
	const int ret_size = attribs.size() / 2;
	ret.resize(ret_size);
	{
		for (int i = 0; i < ret_size; i++) {
			ret.write[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]);
		}
	}
	return ret;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> p_state, const Vector<real_t> p_attribs, const bool p_for_vertex) {