### 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)

Ref<GLTFNode> gltf_node = p_state->nodes[node_index];
	if (gltf_node->skeleton >= 0) {
		_generate_skeleton_bone_node(p_state, scene_parent, scene_root, node_index);
		return;
	}
	Node3D *current_node = nullptr;
	
	Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
	const bool non_bone_parented_to_skeleton = active_skeleton;
	
	if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
		
		BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, node_index, gltf_node->parent);
		scene_parent->add_child(bone_attachment, true);
		bone_attachment->set_owner(scene_root);
		
		bone_attachment->set_name(gltf_node->get_name());
		
		
		scene_parent = bone_attachment;
	}
	
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		current_node = ext->generate_scene_node(p_state, gltf_node, scene_parent);
		if (current_node) {
			break;
		}