### 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)

ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
	const GLTFImageIndex image = p_state->textures[p_texture]->get_src_image();
	ERR_FAIL_INDEX_V(image, p_state->images.size(), Ref<Texture2D>());
	if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) {
		Ref<PortableCompressedTexture2D> portable_texture;
		portable_texture.instantiate();
		portable_texture->set_keep_compressed_buffer(true);
		Ref<Image> new_img = p_state->source_images[p_texture]->duplicate();
		ERR_FAIL_COND_V(new_img.is_null(), Ref<Texture2D>());
		new_img->generate_mipmaps();
		if (p_texture_types) {
			portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, true);
		} else {
			portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, false);
		}
		p_state->images.write[image] = portable_texture;
	}
	return p_state->images[image];
}
GLTFTextureSamplerIndex GLTFDocument::_set_sampler_for_mode(Ref<GLTFState> p_state, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {