### 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_state->json.has("animations")) {
		return OK;
	}
	const Array &animations = p_state->json["animations"];
	for (GLTFAnimationIndex i = 0; i < animations.size(); i++) {
		const Dictionary &d = animations[i];
		Ref<GLTFAnimation> animation;
		animation.instantiate();
		if (!d.has("channels") || !d.has("samplers")) {
			continue;
		}
		Array channels = d["channels"];
		Array samplers = d["samplers"];
		if (d.has("name")) {
			const String anim_name = d["name"];
			const String anim_name_lower = anim_name.to_lower();
			if (anim_name_lower.begins_with("loop") || anim_name_lower.ends_with("loop") || anim_name_lower.begins_with("cycle") || anim_name_lower.ends_with("cycle")) {
				animation->set_loop(true);
			}
			animation->set_name(_gen_unique_animation_name(p_state, anim_name));