### 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)

}
						}
					}
					if (mesh_settings.has("generate/shadow_meshes")) {
						int shadow_meshes = mesh_settings["generate/shadow_meshes"];
						if (shadow_meshes == MESH_OVERRIDE_ENABLE) {
							create_shadow_meshes = true;
						} else if (shadow_meshes == MESH_OVERRIDE_DISABLE) {
							create_shadow_meshes = false;
						}
					}
					if (mesh_settings.has("generate/lightmap_uv")) {
						int lightmap_uv = mesh_settings["generate/lightmap_uv"];
						if (lightmap_uv == MESH_OVERRIDE_ENABLE) {
							bake_lightmaps = true;
						} else if (lightmap_uv == MESH_OVERRIDE_DISABLE) {
							bake_lightmaps = false;
						}
					}
					if (mesh_settings.has("generate/lods")) {
						int lods = mesh_settings["generate/lods"];
						if (lods == MESH_OVERRIDE_ENABLE) {
							generate_lods = true;
						} else if (lods == MESH_OVERRIDE_DISABLE) {
							generate_lods = false;
						}
					}
					if (mesh_settings.has("lods/normal_split_angle")) {
						split_angle = mesh_settings["lods/normal_split_angle"];
					}