### 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)

Array buffers;
	for (GLTFBufferViewIndex i = 0; i < p_state->buffer_views.size(); i++) {
		Dictionary d;
		Ref<GLTFBufferView> buffer_view = p_state->buffer_views[i];
		d["buffer"] = buffer_view->buffer;
		d["byteLength"] = buffer_view->byte_length;
		d["byteOffset"] = buffer_view->byte_offset;
		if (buffer_view->byte_stride != -1) {
			d["byteStride"] = buffer_view->byte_stride;
		}
		
		
		ERR_FAIL_COND_V(!d.has("buffer"), ERR_INVALID_DATA);
		ERR_FAIL_COND_V(!d.has("byteLength"), ERR_INVALID_DATA);
		buffers.push_back(d);
	}
	print_verbose("glTF: Total buffer views: " + itos(p_state->buffer_views.size()));
	if (!buffers.size()) {
		return OK;
	}
	p_state->json["bufferViews"] = buffers;
	return OK;
}
Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> p_state) {