### 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)

skip_bytes = 2;
				element_size = 8; 
			}
			if (a->type == TYPE_MAT3) {
				skip_every = 3;
				skip_bytes = 1;
				element_size = 12; 
			}
		} break;
		case COMPONENT_TYPE_SHORT:
		case COMPONENT_TYPE_UNSIGNED_SHORT: {
			if (a->type == TYPE_MAT3) {
				skip_every = 6;
				skip_bytes = 4;
				element_size = 16; 
			}
		} break;
		default: {
		}
	}
	Vector<double> dst_buffer;
	dst_buffer.resize(component_count * a->count);
	double *dst = dst_buffer.ptrw();
	if (a->buffer_view >= 0) {
		ERR_FAIL_INDEX_V(a->buffer_view, p_state->buffer_views.size(), Vector<double>());
		const Error err = _decode_buffer_view(p_state, dst, a->buffer_view, skip_every, skip_bytes, element_size, a->count, a->type, component_count, a->component_type, component_size, a->normalized, a->byte_offset, p_for_vertex);
		if (err != OK) {
			return Vector<double>();
		}
	} else {