### 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)

r_retflag = true;
	Node3D *spatial = Object::cast_to<Node3D>(p_node);
	Node2D *node_2d = Object::cast_to<Node2D>(p_node);
	if (node_2d && !node_2d->is_visible()) {
		return;
	}
	if (spatial && !spatial->is_visible()) {
		return;
	}
	r_retflag = false;
}
void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
	ERR_FAIL_COND(!camera);
	GLTFCameraIndex camera_index = _convert_camera(p_state, camera);
	if (camera_index != -1) {
		p_gltf_node->camera = camera_index;
	}
}
void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
	ERR_FAIL_COND(!light);
	GLTFLightIndex light_index = _convert_light(p_state, light);
	if (light_index != -1) {
		p_gltf_node->light = light_index;
	}
}
#ifdef MODULE_GRIDMAP_ENABLED
void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state) {