### 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)

}
		MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->value);
		if (!mi) {
			continue;
		}
		Transform3D mi_xform = mi->get_transform();
		node->scale = mi_xform.basis.get_scale();
		node->rotation = mi_xform.basis.get_rotation_quaternion();
		node->position = mi_xform.origin;
		Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(mi->get_node(mi->get_skeleton_path()));
		if (!skeleton) {
			continue;
		}
		if (!skeleton->get_bone_count()) {
			continue;
		}
		Ref<Skin> skin = mi->get_skin();
		Ref<GLTFSkin> gltf_skin;
		gltf_skin.instantiate();
		Array json_joints;
		NodePath skeleton_path = mi->get_skeleton_path();
		Node *skel_node = mi->get_node_or_null(skeleton_path);
		Skeleton3D *godot_skeleton = nullptr;
		if (skel_node != nullptr) {
			godot_skeleton = cast_to<Skeleton3D>(skel_node);
		}
		if (godot_skeleton != nullptr && p_state->skeleton3d_to_gltf_skeleton.has(godot_skeleton->get_instance_id())) {
			
			const GLTFSkeletonIndex skeleton_gltf_i = p_state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
			Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons[skeleton_gltf_i];