### 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)

bool retflag = true;
	_check_visibility(p_current, retflag);
	if (retflag) {
		return;
	}
	Ref<GLTFNode> gltf_node;
	gltf_node.instantiate();
	gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name()));
	if (cast_to<Node3D>(p_current)) {
		Node3D *spatial = cast_to<Node3D>(p_current);
		_convert_spatial(p_state, spatial, gltf_node);
	}
	if (cast_to<MeshInstance3D>(p_current)) {
		MeshInstance3D *mi = cast_to<MeshInstance3D>(p_current);
		_convert_mesh_instance_to_gltf(mi, p_state, gltf_node);
	} else if (cast_to<BoneAttachment3D>(p_current)) {
		BoneAttachment3D *bone = cast_to<BoneAttachment3D>(p_current);
		_convert_bone_attachment_to_gltf(bone, p_state, p_gltf_parent, p_gltf_root, gltf_node);
		return;
	} else if (cast_to<Skeleton3D>(p_current)) {
		Skeleton3D *skel = cast_to<Skeleton3D>(p_current);
		_convert_skeleton_to_gltf(skel, p_state, p_gltf_parent, p_gltf_root, gltf_node);
		
		return;
	} else if (cast_to<MultiMeshInstance3D>(p_current)) {
		MultiMeshInstance3D *multi = cast_to<MultiMeshInstance3D>(p_current);
		_convert_multi_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, p_state);
#ifdef MODULE_CSG_ENABLED
	} else if (cast_to<CSGShape3D>(p_current)) {
		CSGShape3D *shape = cast_to<CSGShape3D>(p_current);