### 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)

GLTFNodeIndex current_node_i = p_state->nodes.size();
		p_state->scene_nodes.insert(current_node_i, skeleton);
		p_state->nodes.push_back(joint_node);
		gltf_skeleton->joints.push_back(current_node_i);
		if (skeleton->get_bone_parent(bone_i) == -1) {
			gltf_skeleton->roots.push_back(current_node_i);
		}
		gltf_skeleton->godot_bone_node.insert(bone_i, current_node_i);
	}
	for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
		GLTFNodeIndex current_node_i = gltf_skeleton->godot_bone_node[bone_i];
		BoneId parent_bone_id = skeleton->get_bone_parent(bone_i);
		if (parent_bone_id == -1) {
			if (p_parent_node_index != -1) {
				p_state->nodes.write[current_node_i]->parent = p_parent_node_index;
				p_state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
			}
		} else {
			GLTFNodeIndex parent_node_i = gltf_skeleton->godot_bone_node[parent_bone_id];
			p_state->nodes.write[current_node_i]->parent = parent_node_i;
			p_state->nodes.write[parent_node_i]->children.push_back(current_node_i);
		}
	}
	
	
	for (int node_i = 0; node_i < skeleton->get_child_count(); node_i++) {
		_convert_scene_node(p_state, skeleton->get_child(node_i), p_parent_node_index, p_root_node_index);
	}
}
void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment, Ref<GLTFState> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node) {