### 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)

_post_fix_animations(scene, scene, node_data, animation_data, fps);
	String root_type = p_options["nodes/root_type"];
	root_type = root_type.split(" ")[0]; 
	Ref<Script> root_script = nullptr;
	if (ScriptServer::is_global_class(root_type)) {
		root_script = ResourceLoader::load(ScriptServer::get_global_class_path(root_type));
		root_type = ScriptServer::get_global_class_base(root_type);
	}
	if (root_type != "Node3D") {
		Node *base_node = Object::cast_to<Node>(ClassDB::instantiate(root_type));
		if (base_node) {
			scene->replace_by(base_node);
			memdelete(scene);
			scene = base_node;
		}
	}
	if (root_script.is_valid()) {
		scene->set_script(Variant(root_script));
	}
	if (p_options["nodes/root_name"] != "Scene Root") {
		scene->set_name(p_options["nodes/root_name"]);
	} else {
		scene->set_name(p_save_path.get_file().get_basename());
	}
	if (!occluder_arrays.first.is_empty() && !occluder_arrays.second.is_empty()) {
		Ref<ArrayOccluder3D> occ = memnew(ArrayOccluder3D);
		occ->set_arrays(occluder_arrays.first, occluder_arrays.second);
		OccluderInstance3D *occluder_instance = memnew(OccluderInstance3D);
		occluder_instance->set_occluder(occ);
		scene->add_child(occluder_instance, true);