### 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)

uint32_t ret;
	if (GDVIRTUAL_CALL(_get_import_flags, ret)) {
		return ret;
	}
	ERR_FAIL_V(0);
}
void EditorSceneFormatImporter::get_extensions(List<String> *r_extensions) const {
	Vector<String> arr;
	if (GDVIRTUAL_CALL(_get_extensions, arr)) {
		for (int i = 0; i < arr.size(); i++) {
			r_extensions->push_back(arr[i]);
		}
		return;
	}
	ERR_FAIL();
}
Node *EditorSceneFormatImporter::import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err) {
	Dictionary options_dict;
	for (const KeyValue<StringName, Variant> &elem : p_options) {
		options_dict[elem.key] = elem.value;
	}
	Object *ret = nullptr;
	if (GDVIRTUAL_CALL(_import_scene, p_path, p_flags, options_dict, ret)) {
		return Object::cast_to<Node>(ret);
	}
	ERR_FAIL_V(nullptr);
}
void EditorSceneFormatImporter::get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options) {