### 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)

ERR_FAIL_NULL_V(p_state, nullptr);
	ERR_FAIL_INDEX_V(0, p_state->root_nodes.size(), nullptr);
	Error err = OK;
	GLTFNodeIndex gltf_root = p_state->root_nodes.write[0];
	Node *gltf_root_node = p_state->get_scene_node(gltf_root);
	Node *root = gltf_root_node->get_parent();
	ERR_FAIL_NULL_V(root, nullptr);
	_process_mesh_instances(p_state, root);
	if (p_state->get_create_animations() && p_state->animations.size()) {
		AnimationPlayer *ap = memnew(AnimationPlayer);
		root->add_child(ap, true);
		ap->set_owner(root);
		for (int i = 0; i < p_state->animations.size(); i++) {
			_import_animation(p_state, ap, i, p_bake_fps, p_trimming, p_remove_immutable_tracks);
		}
	}
	for (KeyValue<GLTFNodeIndex, Node *> E : p_state->scene_nodes) {
		ERR_CONTINUE(!E.value);
		for (Ref<GLTFDocumentExtension> ext : document_extensions) {
			ERR_CONTINUE(ext.is_null());
			ERR_CONTINUE(!p_state->json.has("nodes"));
			Array nodes = p_state->json["nodes"];
			ERR_CONTINUE(E.key >= nodes.size());
			ERR_CONTINUE(E.key < 0);
			Dictionary node_json = nodes[E.key];
			Ref<GLTFNode> gltf_node = p_state->nodes[E.key];
			err = ext->import_node(p_state, gltf_node, node_json, E.value);