### 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)

for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
		Ref<GLTFNode> node = p_state->nodes[node_i];
		if (node->skin >= 0 && node->mesh >= 0) {
			const GLTFSkinIndex skin_i = node->skin;
			ImporterMeshInstance3D *mi = nullptr;
			HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i);
			if (mi_element) {
				mi = mi_element->value;
			} else {
				HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i);
				ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i));
				mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value);
				ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name()));
			}
			const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
			Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
			Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
			ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
			mi->get_parent()->remove_child(mi);
			skeleton->add_child(mi, true);
			mi->set_owner(skeleton->get_owner());
			mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
			mi->set_skeleton_path(mi->get_path_to(skeleton));
			mi->set_transform(Transform3D());
		}
	}
}
GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> p_state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i) {