### 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)

const GLTFNodeIndex node_i_parent = p_state->nodes[node_i]->parent;
			if (node_i_parent >= 0) {
				for (int j = 0; j < groups.size() && i != j; ++j) {
					const Vector<GLTFNodeIndex> &group = groups[j];
					if (group.find(node_i_parent) >= 0) {
						const GLTFNodeIndex node_j = highest_group_members[j];
						skeleton_sets.create_union(node_i, node_j);
					}
				}
			}
		}
	}
	
	Vector<GLTFNodeIndex> skeleton_owners;
	skeleton_sets.get_representatives(skeleton_owners);
	
	for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
		const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i];
		Ref<GLTFSkeleton> skeleton;
		skeleton.instantiate();
		Vector<GLTFNodeIndex> skeleton_nodes;
		skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
		for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
			Ref<GLTFSkin> skin = p_state->skins.write[skin_i];
			
			for (int i = 0; i < skeleton_nodes.size(); ++i) {
				GLTFNodeIndex skel_node_i = skeleton_nodes[i];
				if (skin->joints.find(skel_node_i) >= 0 || skin->non_joints.find(skel_node_i) >= 0) {
					skin->skeleton = skel_i;