### 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)

return Error::FAILED;
	}
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		err = ext->export_post(p_state);
		ERR_FAIL_COND_V(err != OK, err);
	}
	return OK;
}
Error GLTFDocument::_serialize_gltf_extensions(Ref<GLTFState> p_state) const {
	Vector<String> extensions_used = p_state->extensions_used;
	Vector<String> extensions_required = p_state->extensions_required;
	if (!p_state->lights.is_empty()) {
		extensions_used.push_back("KHR_lights_punctual");
	}
	if (p_state->use_khr_texture_transform) {
		extensions_used.push_back("KHR_texture_transform");
		extensions_required.push_back("KHR_texture_transform");
	}
	if (!extensions_used.is_empty()) {
		extensions_used.sort();
		p_state->json["extensionsUsed"] = extensions_used;
	}
	if (!extensions_required.is_empty()) {
		extensions_required.sort();
		p_state->json["extensionsRequired"] = extensions_required;
	}
	return OK;
}
Error GLTFDocument::_serialize_scenes(Ref<GLTFState> p_state) {