### 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)

for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
		Ref<GLTFSkin> gltf_skin = p_state->skins.write[skin_i];
		Ref<Skin> skin;
		skin.instantiate();
		
		const bool has_ibms = !gltf_skin->inverse_binds.is_empty();
		for (int joint_i = 0; joint_i < gltf_skin->joints_original.size(); ++joint_i) {
			GLTFNodeIndex node = gltf_skin->joints_original[joint_i];
			String bone_name = p_state->nodes[node]->get_name();
			Transform3D xform;
			if (has_ibms) {
				xform = gltf_skin->inverse_binds[joint_i];
			}
			if (p_state->use_named_skin_binds) {
				skin->add_named_bind(bone_name, xform);
			} else {
				int32_t bone_i = gltf_skin->joint_i_to_bone_i[joint_i];
				skin->add_bind(bone_i, xform);
			}
		}
		gltf_skin->godot_skin = skin;
	}
	
	_remove_duplicate_skins(p_state);