### 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 (r_state == Ref<GLTFState>()) {
		r_state.instantiate();
	}
	r_state->filename = p_path.get_file().get_basename();
	r_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
	r_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
	Error err;
	Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err);
	ERR_FAIL_COND_V(err != OK, ERR_FILE_CANT_OPEN);
	ERR_FAIL_NULL_V(file, ERR_FILE_CANT_OPEN);
	String base_path = p_base_path;
	if (base_path.is_empty()) {
		base_path = p_path.get_base_dir();
	}
	r_state->base_path = base_path;
	err = _parse(r_state, base_path, file);
	ERR_FAIL_COND_V(err != OK, err);
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		err = ext->import_post_parse(r_state);
		ERR_FAIL_COND_V(err != OK, err);
	}
	return OK;
}
Error GLTFDocument::_parse_gltf_extensions(Ref<GLTFState> p_state) {