### 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)

node["matrix"] = _xform_to_array(gltf_node->xform);
		}
		if (!gltf_node->rotation.is_equal_approx(Quaternion())) {
			node["rotation"] = _quaternion_to_array(gltf_node->rotation);
		}
		if (!gltf_node->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
			node["scale"] = _vec3_to_arr(gltf_node->scale);
		}
		if (!gltf_node->position.is_zero_approx()) {
			node["translation"] = _vec3_to_arr(gltf_node->position);
		}
		if (gltf_node->children.size()) {
			Array children;
			for (int j = 0; j < gltf_node->children.size(); j++) {
				children.push_back(gltf_node->children[j]);
			}
			node["children"] = children;
		}
		for (Ref<GLTFDocumentExtension> ext : document_extensions) {
			ERR_CONTINUE(ext.is_null());
			ERR_CONTINUE(!p_state->scene_nodes.find(i));
			Error err = ext->export_node(p_state, gltf_node, node, p_state->scene_nodes[i]);
			ERR_CONTINUE(err != OK);
		}
		nodes.push_back(node);
	}
	p_state->json["nodes"] = nodes;
	return OK;
}
String GLTFDocument::_gen_unique_name(Ref<GLTFState> p_state, const String &p_name) {