### 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)

int max_idx = tangents_v3.size();
							int size4 = src_tangents.size();
							tangents_v4.resize(size4);
							float *w4 = tangents_v4.ptrw();
							const Vector3 *r3 = tangents_v3.ptr();
							const float *r4 = src_tangents.ptr();
							for (int l = 0; l < size4 / 4; l++) {
								if (l < max_idx) {
									w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
									w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
									w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
								} else {
									w4[l * 4 + 0] = r4[l * 4 + 0];
									w4[l * 4 + 1] = r4[l * 4 + 1];
									w4[l * 4 + 2] = r4[l * 4 + 2];
								}
								w4[l * 4 + 3] = r4[l * 4 + 3]; 
							}
						}
						array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
					}
					Ref<SurfaceTool> blend_surface_tool;
					blend_surface_tool.instantiate();
					blend_surface_tool->create_from_triangle_arrays(array_copy);
					if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
						blend_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
					}
					blend_surface_tool->index();
					if (generate_tangents) {
						blend_surface_tool->generate_tangents();