### 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)

anim_end = MAX(anim_end, track.position_track.times[i]);
			}
			for (int i = 0; i < track.scale_track.times.size(); i++) {
				anim_end = MAX(anim_end, track.scale_track.times[i]);
			}
			for (int i = 0; i < track.weight_tracks.size(); i++) {
				for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
					anim_end = MAX(anim_end, track.weight_tracks[i].times[j]);
				}
			}
		}
		
		const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0;
		if ((track.rotation_track.values.size() || track.position_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
			
			int base_idx = animation->get_track_count();
			int position_idx = -1;
			int rotation_idx = -1;
			int scale_idx = -1;
			if (track.position_track.values.size()) {
				bool is_default = true; 
				if (p_remove_immutable_tracks) {
					Vector3 base_pos = p_state->nodes[track_i.key]->position;
					for (int i = 0; i < track.position_track.times.size(); i++) {
						Vector3 value = track.position_track.values[track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i];
						if (!value.is_equal_approx(base_pos)) {
							is_default = false;
							break;
						}
					}