### 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)

if (!p_state->json.has("bufferViews")) {
		return OK;
	}
	const Array &buffers = p_state->json["bufferViews"];
	for (GLTFBufferViewIndex i = 0; i < buffers.size(); i++) {
		const Dictionary &d = buffers[i];
		Ref<GLTFBufferView> buffer_view;
		buffer_view.instantiate();
		ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
		buffer_view->buffer = d["buffer"];
		ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR);
		buffer_view->byte_length = d["byteLength"];
		if (d.has("byteOffset")) {
			buffer_view->byte_offset = d["byteOffset"];
		}
		if (d.has("byteStride")) {
			buffer_view->byte_stride = d["byteStride"];
		}
		if (d.has("target")) {
			const int target = d["target"];
			buffer_view->indices = target == GLTFDocument::ELEMENT_ARRAY_BUFFER;
		}
		p_state->buffer_views.push_back(buffer_view);
	}
	print_verbose("glTF: Total buffer views: " + itos(p_state->buffer_views.size()));
	return OK;
}
Error GLTFDocument::_encode_accessors(Ref<GLTFState> p_state) {