### 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_state->json.has("skins")) {
		return OK;
	}
	const Array &skins = p_state->json["skins"];
	
	for (int i = 0; i < skins.size(); i++) {
		const Dictionary &d = skins[i];
		Ref<GLTFSkin> skin;
		skin.instantiate();
		ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
		const Array &joints = d["joints"];
		if (d.has("inverseBindMatrices")) {
			skin->inverse_binds = _decode_accessor_as_xform(p_state, d["inverseBindMatrices"], false);
			ERR_FAIL_COND_V(skin->inverse_binds.size() != joints.size(), ERR_PARSE_ERROR);
		}
		for (int j = 0; j < joints.size(); j++) {
			const GLTFNodeIndex node = joints[j];
			ERR_FAIL_INDEX_V(node, p_state->nodes.size(), ERR_PARSE_ERROR);
			skin->joints.push_back(node);
			skin->joints_original.push_back(node);
			p_state->nodes.write[node]->joint = true;
		}
		if (d.has("name") && !String(d["name"]).is_empty()) {
			skin->set_name(d["name"]);
		} else {
			skin->set_name(vformat("skin_%s", itos(i)));