### 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)

if (property_track_i) {
						track = property_track_i->value;
					}
					track = _convert_animation_track(p_state, track, animation, track_i, node_i);
					gltf_animation->get_tracks()[node_i] = track;
				}
			}
		} else if (!String(orig_track_path).contains(":")) {
			ERR_CONTINUE(!p_animation_player->get_parent());
			Node *godot_node = p_animation_player->get_parent()->get_node_or_null(orig_track_path);
			for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : p_state->scene_nodes) {
				if (scene_node_i.value == godot_node) {
					GLTFNodeIndex node_i = scene_node_i.key;
					HashMap<int, GLTFAnimation::Track>::Iterator node_track_i = gltf_animation->get_tracks().find(node_i);
					GLTFAnimation::Track track;
					if (node_track_i) {
						track = node_track_i->value;
					}
					track = _convert_animation_track(p_state, track, animation, track_i, node_i);
					gltf_animation->get_tracks()[node_i] = track;
					break;
				}
			}
		}
	}
	if (gltf_animation->get_tracks().size()) {
		p_state->animations.push_back(gltf_animation);
	}
}
Error GLTFDocument::_parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file) {