### 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)

disjoint_set.get_representatives(out_owners);
	Vector<GLTFNodeIndex> out_roots;
	for (int i = 0; i < out_owners.size(); ++i) {
		Vector<GLTFNodeIndex> set;
		disjoint_set.get_members(set, out_owners[i]);
		const GLTFNodeIndex root = _find_highest_node(p_state, set);
		ERR_FAIL_COND_V(root < 0, FAILED);
		out_roots.push_back(root);
	}
	out_roots.sort();
	ERR_FAIL_COND_V(out_roots.size() == 0, FAILED);
	
	ERR_FAIL_COND_V(out_roots.size() != p_skin->roots.size(), FAILED);
	for (int i = 0; i < out_roots.size(); ++i) {
		ERR_FAIL_COND_V(out_roots[i] != p_skin->roots[i], FAILED);
	}
	
	if (out_roots.size() == 1) {
		return OK;
	}
	
	const GLTFNodeIndex parent = p_state->nodes[out_roots[0]]->parent;
	for (int i = 1; i < out_roots.size(); ++i) {
		if (p_state->nodes[out_roots[i]]->parent != parent) {
			return FAILED;
		}
	}
	return OK;
}
Error GLTFDocument::_parse_skins(Ref<GLTFState> p_state) {