### 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_copy[Mesh::ARRAY_VERTEX] = varr;
					}
					if (t.has("NORMAL")) {
						Vector<Vector3> narr = _decode_accessor_as_vec3(p_state, t["NORMAL"], true);
						const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
						int size = src_narr.size();
						ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
						{
							int max_idx = narr.size();
							narr.resize(size);
							Vector3 *w_narr = narr.ptrw();
							const Vector3 *r_narr = narr.ptr();
							const Vector3 *r_src_narr = src_narr.ptr();
							for (int l = 0; l < size; l++) {
								if (l < max_idx) {
									w_narr[l] = r_narr[l] + r_src_narr[l];
								} else {
									w_narr[l] = r_src_narr[l];
								}
							}
						}
						array_copy[Mesh::ARRAY_NORMAL] = narr;
					}
					if (t.has("TANGENT")) {
						const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(p_state, t["TANGENT"], true);
						const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
						ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
						Vector<float> tangents_v4;
						{