### 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)

DisjointSet<GLTFNodeIndex> skeleton_sets;
	for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
		const Ref<GLTFSkin> skin = p_state->skins[skin_i];
		HashSet<GLTFNodeIndex> child_visited_set;
		RBSet<GLTFNodeIndex> all_skin_nodes;
		for (int i = 0; i < skin->joints.size(); ++i) {
			all_skin_nodes.insert(skin->joints[i]);
			_recurse_children(p_state, skin->joints[i], all_skin_nodes, child_visited_set);
		}
		for (int i = 0; i < skin->non_joints.size(); ++i) {
			all_skin_nodes.insert(skin->non_joints[i]);
			_recurse_children(p_state, skin->non_joints[i], all_skin_nodes, child_visited_set);
		}
		for (GLTFNodeIndex node_index : all_skin_nodes) {
			const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
			skeleton_sets.insert(node_index);
			if (all_skin_nodes.has(parent)) {