### 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)

mi->set_name(fixed_name);
						}
					}
				} else {
					memdelete(p_node);
					p_node = nullptr;
				}
			}
		}
	} else if (_teststr(name, "vehicle")) {
		if (isroot) {
			return p_node;
		}
		Node *owner = p_node->get_owner();
		Node3D *s = Object::cast_to<Node3D>(p_node);
		VehicleBody3D *bv = memnew(VehicleBody3D);
		String n = _fixstr(p_node->get_name(), "vehicle");
		bv->set_name(n);
		p_node->replace_by(bv);
		p_node->set_name(n);
		bv->add_child(p_node);
		bv->set_owner(owner);
		p_node->set_owner(owner);
		bv->set_transform(s->get_transform());
		s->set_transform(Transform3D());
		p_node = bv;
	} else if (_teststr(name, "wheel")) {
		if (isroot) {
			return p_node;
		}