### 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_specular <= p_dielectric_specular) {
		return 0.0f;
	}
	const float a = p_dielectric_specular;
	const float b = p_diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + p_specular - 2.0f * p_dielectric_specular;
	const float c = p_dielectric_specular - p_specular;
	const float D = b * b - 4.0f * a * c;
	return CLAMP((-b + Math::sqrt(D)) / (2.0f * a), 0.0f, 1.0f);
}
float GLTFDocument::get_perceived_brightness(const Color p_color) {
	const Color coeff = Color(R_BRIGHTNESS_COEFF, G_BRIGHTNESS_COEFF, B_BRIGHTNESS_COEFF);
	const Color value = coeff * (p_color * p_color);
	const float r = value.r;
	const float g = value.g;
	const float b = value.b;
	return Math::sqrt(r + g + b);
}
float GLTFDocument::get_max_component(const Color &p_color) {
	const float r = p_color.r;
	const float g = p_color.g;
	const float b = p_color.b;
	return MAX(MAX(r, g), b);
}
void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root) {