### 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)

} else {
						mi->add_child(nmi, true);
						nmi->set_owner(mi->get_owner());
					}
				}
			}
		}
	}
	if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> m = mi->get_mesh();
		if (m.is_valid()) {
			if (node_settings.has("generate/occluder")) {
				int occluder_mode = node_settings["generate/occluder"];
				if (occluder_mode != OCCLUDER_DISABLED) {
					float simplification_dist = 0.0f;
					if (node_settings.has("occluder/simplification_distance")) {
						simplification_dist = node_settings["occluder/simplification_distance"];
					}
					OccluderInstance3D::bake_single_node(mi, simplification_dist, r_occluder_arrays.first, r_occluder_arrays.second);
					if (occluder_mode == OCCLUDER_OCCLUDER_ONLY) {
						memdelete(p_node);
						p_node = nullptr;
					}
				}
			}
		}
	}
	if (Object::cast_to<AnimationPlayer>(p_node)) {
		AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);