### 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)

attribs.write[i] = Vector3(a[i]).normalized();
					}
					attributes["NORMAL"] = _encode_accessor_as_vec3(p_state, attribs, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
				if (a.size()) {
					attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			{
				Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
				if (a.size()) {
					attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(p_state, a, true);
				}
			}
			for (int custom_i = 0; custom_i < 3; custom_i++) {
				Vector<float> a = array[Mesh::ARRAY_CUSTOM0 + custom_i];
				if (a.size()) {
					int num_channels = 4;
					int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
					switch ((format >> custom_shift) & Mesh::ARRAY_FORMAT_CUSTOM_MASK) {
						case Mesh::ARRAY_CUSTOM_R_FLOAT:
							num_channels = 1;
							break;
						case Mesh::ARRAY_CUSTOM_RG_FLOAT:
							num_channels = 2;
							break;
						case Mesh::ARRAY_CUSTOM_RGB_FLOAT: