### 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)

int start = uri.find(",");
	ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
	CharString substr = uri.substr(start + 1).ascii();
	int strlen = substr.length();
	Vector<uint8_t> buf;
	buf.resize(strlen / 4 * 3 + 1 + 1);
	size_t len = 0;
	ERR_FAIL_COND_V(CryptoCore::b64_decode(buf.ptrw(), buf.size(), &len, (unsigned char *)substr.get_data(), strlen) != OK, Vector<uint8_t>());
	buf.resize(len);
	return buf;
}
Error GLTFDocument::_encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path) {
	print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
	if (!p_state->buffers.size()) {
		return OK;
	}