### 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 animation_players.size();
}
AnimationPlayer *GLTFState::get_animation_player(int idx) {
	ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
	return animation_players[idx];
}
void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {
	discard_meshes_and_materials = p_discard_meshes_and_materials;
}
bool GLTFState::get_discard_meshes_and_materials() {
	return discard_meshes_and_materials;
}
String GLTFState::get_base_path() {
	return base_path;
}
void GLTFState::set_base_path(String p_base_path) {
	base_path = p_base_path;
}
Variant GLTFState::get_additional_data(const StringName &p_extension_name) {
	return additional_data[p_extension_name];
}
void GLTFState::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
	additional_data[p_extension_name] = p_additional_data;
}