### 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)

p_state->use_khr_texture_transform = true;
				}
				mr["metallicRoughnessTexture"] = mrt;
			}
		}
		d["pbrMetallicRoughness"] = mr;
		if (base_material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
			Dictionary nt;
			Ref<ImageTexture> tex;
			tex.instantiate();
			{
				Ref<Texture2D> normal_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
				if (normal_texture.is_valid()) {
					
					Ref<Image> img = normal_texture->get_image();
					if (img.is_valid()) {
						Ref<ImageTexture> img_tex = img;
						if (img_tex.is_valid()) {
							img = img_tex->get_image();
						}
						img->decompress();
						img->convert(Image::FORMAT_RGBA8);
						img->convert_ra_rgba8_to_rg();
						for (int32_t y = 0; y < img->get_height(); y++) {
							for (int32_t x = 0; x < img->get_width(); x++) {
								Color c = img->get_pixel(x, y);
								Vector2 red_green = Vector2(c.r, c.g);
								red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f);
								float blue = 1.0f - red_green.dot(red_green);
								blue = MAX(0.0f, blue);