### 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 bone_cnt = skeleton->get_bone_count();
			ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
			ObjectID gltf_skin_key;
			if (skin.is_valid()) {
				gltf_skin_key = skin->get_instance_id();
			}
			ObjectID gltf_skel_key = godot_skeleton->get_instance_id();
			GLTFSkinIndex skin_gltf_i = -1;
			GLTFNodeIndex root_gltf_i = -1;
			if (!gltf_skeleton->roots.is_empty()) {
				root_gltf_i = gltf_skeleton->roots[0];
			}
			if (p_state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
				skin_gltf_i = p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key];
			} else {
				if (skin.is_null()) {
					
					skin = skeleton->create_skin_from_rest_transforms();
				}
				gltf_skin.instantiate();
				gltf_skin->godot_skin = skin;
				gltf_skin->set_name(skin->get_name());
				gltf_skin->skeleton = skeleton_gltf_i;
				gltf_skin->skin_root = root_gltf_i;
				
				HashMap<StringName, int> bone_name_to_idx;
				for (int bone_i = 0; bone_i < bone_cnt; bone_i++) {
					bone_name_to_idx[skeleton->get_bone_name(bone_i)] = bone_i;
				}
				for (int bind_i = 0, cnt = skin->get_bind_count(); bind_i < cnt; bind_i++) {