### 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)

Vector3 p;
						anim->position_track_get_key(j, k, &p);
						new_anim->position_track_insert_key(dtrack, kt - from, p);
					} else if (anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) {
						Quaternion r;
						anim->rotation_track_get_key(j, k, &r);
						new_anim->rotation_track_insert_key(dtrack, kt - from, r);
					} else if (anim->track_get_type(j) == Animation::TYPE_SCALE_3D) {
						Vector3 s;
						anim->scale_track_get_key(j, k, &s);
						new_anim->scale_track_insert_key(dtrack, kt - from, s);
					} else if (anim->track_get_type(j) == Animation::TYPE_VALUE) {
						Variant var = anim->track_get_key_value(j, k);
						new_anim->track_insert_key(dtrack, kt - from, var);
					} else if (anim->track_get_type(j) == Animation::TYPE_BLEND_SHAPE) {
						float interp;
						anim->blend_shape_track_get_key(j, k, &interp);
						new_anim->blend_shape_track_insert_key(dtrack, kt - from, interp);
					}
				}
				if (dtrack != -1 && kt >= to) {
					if (anim->track_get_type(j) == Animation::TYPE_POSITION_3D) {
						Vector3 p;
						anim->position_track_interpolate(j, to, &p);
						new_anim->position_track_insert_key(dtrack, to - from, p);
					} else if (anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) {
						Quaternion r;
						anim->rotation_track_interpolate(j, to, &r);
						new_anim->rotation_track_insert_key(dtrack, to - from, r);
					} else if (anim->track_get_type(j) == Animation::TYPE_SCALE_3D) {