### 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 (int i = 0; i < anim->get_track_count(); i++) {
					NodePath path = anim->track_get_path(i);
					
					Vector<StringName> absolute_path_names = path_prefix.get_names();
					absolute_path_names.append_array(path.get_names());
					NodePath absolute_path(absolute_path_names, false);
					absolute_path.simplify();
					
					for (const Pair<NodePath, Node *> &F : r_node_renames) {
						if (F.first == absolute_path) {
							NodePath new_path(ap_root->get_path_to(F.second).get_names(), path.get_subnames(), false);
							print_verbose(vformat("Fix: Correcting node path in animation track: %s should be %s", path, new_path));
							anim->track_set_path(i, new_path);
							break; 
						}
					}
				}
			}
			String animname = E;
			const int loop_string_count = 3;
			static const char *loop_strings[loop_string_count] = { "loop_mode", "loop", "cycle" };
			for (int i = 0; i < loop_string_count; i++) {
				if (_teststr(animname, loop_strings[i])) {
					anim->set_loop_mode(Animation::LOOP_LINEAR);
					animname = _fixstr(animname, loop_strings[i]);
					Ref<AnimationLibrary> library = ap->get_animation_library(ap->find_animation_library(anim));
					library->rename_animation(E, animname);
				}
			}
		}