### 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)

channels.push_back(t);
			}
			if (track.rotation_track.times.size()) {
				Dictionary t;
				t["sampler"] = samplers.size();
				Dictionary s;
				s["interpolation"] = interpolation_to_string(track.rotation_track.interpolation);
				Vector<real_t> times = Variant(track.rotation_track.times);
				s["input"] = _encode_accessor_as_floats(p_state, times, false);
				Vector<Quaternion> values = track.rotation_track.values;
				s["output"] = _encode_accessor_as_quaternions(p_state, values, false);
				samplers.push_back(s);
				Dictionary target;
				target["path"] = "rotation";
				target["node"] = track_i.key;
				t["target"] = target;
				channels.push_back(t);
			}
			if (track.scale_track.times.size()) {
				Dictionary t;
				t["sampler"] = samplers.size();
				Dictionary s;
				s["interpolation"] = interpolation_to_string(track.scale_track.interpolation);
				Vector<real_t> times = Variant(track.scale_track.times);
				s["input"] = _encode_accessor_as_floats(p_state, times, false);
				Vector<Vector3> values = Variant(track.scale_track.values);
				s["output"] = _encode_accessor_as_vec3(p_state, values, false);
				samplers.push_back(s);
				Dictionary target;
				target["path"] = "scale";