### 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_CONTINUE(err != OK);
		}
	}
	for (Ref<GLTFDocumentExtension> ext : document_extensions) {
		ERR_CONTINUE(ext.is_null());
		err = ext->import_post(p_state, root);
		ERR_CONTINUE(err != OK);
	}
	ERR_FAIL_NULL_V(root, nullptr);
	return root;
}
Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) {
	ERR_FAIL_COND_V(p_state.is_null(), FAILED);
	p_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
	p_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
	document_extensions.clear();
	for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
		ERR_CONTINUE(ext.is_null());
		Error err = ext->export_preflight(p_state, p_node);
		if (err == OK) {
			document_extensions.push_back(ext);
		}
	}
	_convert_scene_node(p_state, p_node, -1, -1);
	if (!p_state->buffers.size()) {
		p_state->buffers.push_back(Vector<uint8_t>());
	}
	return OK;
}
Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {