### 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)

Array meshes;
	for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < p_state->meshes.size(); gltf_mesh_i++) {
		print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i));
		Ref<ImporterMesh> import_mesh = p_state->meshes.write[gltf_mesh_i]->get_mesh();
		if (import_mesh.is_null()) {
			continue;
		}
		Array instance_materials = p_state->meshes.write[gltf_mesh_i]->get_instance_materials();
		Array primitives;
		Dictionary gltf_mesh;
		Array target_names;
		Array weights;
		for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
			target_names.push_back(import_mesh->get_blend_shape_name(morph_i));
		}
		for (int surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) {
			Array targets;
			Dictionary primitive;
			Mesh::PrimitiveType primitive_type = import_mesh->get_surface_primitive_type(surface_i);
			switch (primitive_type) {
				case Mesh::PRIMITIVE_POINTS: {
					primitive["mode"] = 0;
					break;
				}
				case Mesh::PRIMITIVE_LINES: {
					primitive["mode"] = 1;