### 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)

new_gltf_node.instantiate();
		new_gltf_node->mesh = mesh_index;
		new_gltf_node->xform = transform;
		new_gltf_node->set_name(_gen_unique_name(p_state, p_multi_mesh_instance->get_name()));
		p_gltf_node->children.push_back(p_state->nodes.size());
		p_state->nodes.push_back(new_gltf_node);
	}
}
void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node) {
	Skeleton3D *skeleton = p_skeleton3d;
	Ref<GLTFSkeleton> gltf_skeleton;
	gltf_skeleton.instantiate();
	
	
	gltf_skeleton->godot_skeleton = skeleton;
	GLTFSkeletonIndex skeleton_i = p_state->skeletons.size();
	p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
	p_state->skeletons.push_back(gltf_skeleton);
	BoneId bone_count = skeleton->get_bone_count();
	for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
		Ref<GLTFNode> joint_node;
		joint_node.instantiate();
		
		
		joint_node->set_name(_gen_unique_name(p_state, skeleton->get_bone_name(bone_i)));
		Transform3D xform = skeleton->get_bone_pose(bone_i);
		joint_node->scale = xform.basis.get_scale();
		joint_node->rotation = xform.basis.get_rotation_quaternion();
		joint_node->position = xform.origin;
		joint_node->joint = true;