### 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)

Ref<ImporterMesh> mesh = mi->get_mesh();
		if (mesh.is_valid()) {
			Vector<Ref<Shape3D>> shapes;
			String fixed_name;
			if (r_collision_map.has(mesh)) {
				shapes = r_collision_map[mesh];
			} else if (_teststr(name, "col")) {
				_pre_gen_shape_list(mesh, shapes, false);
				r_collision_map[mesh] = shapes;
			} else if (_teststr(name, "convcol")) {
				_pre_gen_shape_list(mesh, shapes, true);
				r_collision_map[mesh] = shapes;
			}
			if (_teststr(name, "col")) {
				fixed_name = _fixstr(name, "col");
			} else if (_teststr(name, "convcol")) {
				fixed_name = _fixstr(name, "convcol");
			}
			if (!fixed_name.is_empty()) {
				if (mi->get_parent() && !mi->get_parent()->has_node(fixed_name)) {
					mi->set_name(fixed_name);
				}
			}
			if (shapes.size()) {
				StaticBody3D *col = memnew(StaticBody3D);
				mi->add_child(col, true);
				col->set_owner(mi->get_owner());
				_add_shapes(col, shapes);
			}
		}