### 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)

base = area;
							} break;
						}
						for (const Ref<Shape3D> &E : shapes) {
							CollisionShape3D *cshape = memnew(CollisionShape3D);
							cshape->set_shape(E);
							base->add_child(cshape, true);
							cshape->set_owner(base->get_owner());
						}
					}
				}
			}
		}
	}
	
	if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
		ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
		Ref<ImporterMesh> m = mi->get_mesh();
		if (m.is_valid()) {
			if (node_settings.has("generate/navmesh")) {
				int navmesh_mode = node_settings["generate/navmesh"];
				if (navmesh_mode != NAVMESH_DISABLED) {
					NavigationRegion3D *nmi = memnew(NavigationRegion3D);
					Ref<NavigationMesh> nmesh = m->create_navigation_mesh();
					nmi->set_navigation_mesh(nmesh);
					if (navmesh_mode == NAVMESH_NAVMESH_ONLY) {
						nmi->set_transform(mi->get_transform());
						p_node->replace_by(nmi);
						memdelete(p_node);
						p_node = nmi;