### 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)

return scene_name;
}
void GLTFState::set_scene_name(String p_scene_name) {
	scene_name = p_scene_name;
}
PackedInt32Array GLTFState::get_root_nodes() {
	return root_nodes;
}
void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {
	root_nodes = p_root_nodes;
}
TypedArray<GLTFTexture> GLTFState::get_textures() {
	return GLTFTemplateConvert::to_array(textures);
}
void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {
	GLTFTemplateConvert::set_from_array(textures, p_textures);
}
TypedArray<GLTFTextureSampler> GLTFState::get_texture_samplers() {
	return GLTFTemplateConvert::to_array(texture_samplers);
}
void GLTFState::set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers) {
	GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
}
TypedArray<Texture2D> GLTFState::get_images() {
	return GLTFTemplateConvert::to_array(images);
}
void GLTFState::set_images(TypedArray<Texture2D> p_images) {
	GLTFTemplateConvert::set_from_array(images, p_images);
}
TypedArray<GLTFSkin> GLTFState::get_skins() {