### 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)

for (int32_t track_idx = 0; track_idx < track.weight_tracks.size(); track_idx++) {
					double time = 0.0;
					bool last = false;
					Vector<real_t> weight_track;
					while (true) {
						float weight = _interpolate_track<real_t>(track.weight_tracks[track_idx].times,
								track.weight_tracks[track_idx].values,
								time,
								track.weight_tracks[track_idx].interpolation);
						weight_track.push_back(weight);
						if (last) {
							break;
						}
						time += increment;
						if (time >= length) {
							last = true;
							time = length;
						}
					}
					track.weight_tracks.write[track_idx].times = times;
					track.weight_tracks.write[track_idx].values = weight_track;
				}
				Vector<real_t> all_track_times = times;
				Vector<real_t> all_track_values;
				int32_t values_size = track.weight_tracks[0].values.size();
				int32_t weight_tracks_size = track.weight_tracks.size();
				all_track_values.resize(weight_tracks_size * values_size);
				for (int k = 0; k < track.weight_tracks.size(); k++) {
					Vector<real_t> wdata = track.weight_tracks[k].values;
					for (int l = 0; l < wdata.size(); l++) {