### 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)

for (int i = 0; i < post_importer_plugins.size(); i++) {
			post_importer_plugins.write[i]->internal_process(EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE, p_root, p_node, Ref<Resource>(), node_settings);
		}
		if (post_importer_plugins.size()) {
			List<StringName> anims;
			ap->get_animation_list(&anims);
			for (const StringName &name : anims) {
				if (p_animation_data.has(name)) {
					Ref<Animation> anim = ap->get_animation(name);
					Dictionary anim_settings = p_animation_data[name];
					{
						
						List<ImportOption> iopts;
						get_internal_import_options(INTERNAL_IMPORT_CATEGORY_ANIMATION, &iopts);
						for (const ImportOption &F : iopts) {
							if (!anim_settings.has(F.option.name)) {
								anim_settings[F.option.name] = F.default_value;
							}
						}
					}
					for (int i = 0; i < post_importer_plugins.size(); i++) {
						post_importer_plugins.write[i]->internal_process(EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION, p_root, p_node, anim, anim_settings);
					}
				}
			}
		}
	}
	return p_node;
}
Ref<Animation> ResourceImporterScene::_save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks) {