### 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)

ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
	if (src_mesh_node) {
		
		MeshInstance3D *mesh_node = memnew(MeshInstance3D);
		mesh_node->set_name(src_mesh_node->get_name());
		mesh_node->set_transform(src_mesh_node->get_transform());
		mesh_node->set_skin(src_mesh_node->get_skin());
		mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
		if (src_mesh_node->get_mesh().is_valid()) {
			Ref<ArrayMesh> mesh;
			if (!src_mesh_node->get_mesh()->has_mesh()) {
				
				bool generate_lods = p_generate_lods;
				float split_angle = 25.0f;
				float merge_angle = 60.0f;
				bool create_shadow_meshes = p_create_shadow_meshes;
				bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
				String save_to_file;
				String mesh_id = src_mesh_node->get_mesh()->get_meta("import_id", src_mesh_node->get_mesh()->get_name());
				if (!mesh_id.is_empty() && p_mesh_data.has(mesh_id)) {
					Dictionary mesh_settings = p_mesh_data[mesh_id];
					{
						
						List<ImportOption> iopts;
						get_internal_import_options(INTERNAL_IMPORT_CATEGORY_MESH, &iopts);
						for (const ImportOption &E : iopts) {
							if (!mesh_settings.has(E.option.name)) {
								mesh_settings[E.option.name] = E.default_value;