### 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 nodes;
	for (int i = 0; i < p_state->nodes.size(); i++) {
		Dictionary node;
		Ref<GLTFNode> gltf_node = p_state->nodes[i];
		Dictionary extensions;
		node["extensions"] = extensions;
		if (!gltf_node->get_name().is_empty()) {
			node["name"] = gltf_node->get_name();
		}
		if (gltf_node->camera != -1) {
			node["camera"] = gltf_node->camera;
		}
		if (gltf_node->light != -1) {
			Dictionary lights_punctual;
			extensions["KHR_lights_punctual"] = lights_punctual;
			lights_punctual["light"] = gltf_node->light;
		}
		if (gltf_node->mesh != -1) {
			node["mesh"] = gltf_node->mesh;
		}
		if (gltf_node->skin != -1) {
			node["skin"] = gltf_node->skin;
		}
		if (gltf_node->skeleton != -1 && gltf_node->skin < 0) {
		}
		if (gltf_node->xform != Transform3D()) {