### 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)

Ref<Texture2D> metallic_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
			BaseMaterial3D::TextureChannel metalness_channel = base_material->get_metallic_texture_channel();
			Ref<Texture2D> ao_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
			BaseMaterial3D::TextureChannel ao_channel = base_material->get_ao_texture_channel();
			Ref<ImageTexture> orm_texture;
			orm_texture.instantiate();
			Ref<Image> orm_image;
			orm_image.instantiate();
			int32_t height = 0;
			int32_t width = 0;
			Ref<Image> ao_image;
			if (has_ao) {
				height = ao_texture->get_height();
				width = ao_texture->get_width();
				ao_image = ao_texture->get_image();
				Ref<ImageTexture> img_tex = ao_image;
				if (img_tex.is_valid()) {
					ao_image = img_tex->get_image();
				}
				if (ao_image->is_compressed()) {
					ao_image->decompress();
				}
			}
			Ref<Image> roughness_image;
			if (has_roughness) {
				height = roughness_texture->get_height();
				width = roughness_texture->get_width();
				roughness_image = roughness_texture->get_image();
				Ref<ImageTexture> img_tex = roughness_image;
				if (img_tex.is_valid()) {