### 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)

material_name = mat->get_name();
		}
		Array blend_arrays;
		if (array_mesh.is_valid()) {
			blend_arrays = array_mesh->surface_get_blend_shape_arrays(surface_i);
		}
		importer_mesh->add_surface(mesh->surface_get_primitive_type(surface_i), mesh->surface_get_arrays(surface_i),
				blend_arrays, mesh->surface_get_lods(surface_i), mat, material_name, mesh->surface_get_format(surface_i));
	}
	gltf_mesh->set_mesh(importer_mesh);
	GLTFMeshIndex mesh_index = p_state->meshes.size();
	p_state->meshes.push_back(gltf_mesh);
	for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
			instance_i++) {
		Transform3D transform;
		if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) {
			Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i);
			transform.origin =
					Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y);
			real_t rotation = xform_2d.get_rotation();
			Quaternion quaternion(Vector3(0, 1, 0), rotation);
			Size2 scale = xform_2d.get_scale();
			transform.basis.set_quaternion_scale(quaternion,
					Vector3(scale.x, 0, scale.y));
			transform = p_multi_mesh_instance->get_transform() * transform;
		} else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) {
			transform = p_multi_mesh_instance->get_transform() *
					multi_mesh->get_instance_transform(instance_i);
		}
		Ref<GLTFNode> new_gltf_node;