### 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 (p_mesh_instance->get_material_override().is_valid()) {
			mat = p_mesh_instance->get_material_override();
		}
		instance_materials.append(mat);
	}
	gltf_mesh->set_instance_materials(instance_materials);
	gltf_mesh->set_mesh(current_mesh);
	gltf_mesh->set_blend_weights(blend_weights);
	GLTFMeshIndex mesh_i = p_state->meshes.size();
	p_state->meshes.push_back(gltf_mesh);
	return mesh_i;
}
ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
	Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
	ERR_FAIL_INDEX_V(gltf_node->mesh, p_state->meshes.size(), nullptr);
	ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
	print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
	p_state->scene_mesh_instances.insert(p_node_index, mi);
	Ref<GLTFMesh> mesh = p_state->meshes.write[gltf_node->mesh];
	if (mesh.is_null()) {
		return mi;
	}
	Ref<ImporterMesh> import_mesh = mesh->get_mesh();
	if (import_mesh.is_null()) {
		return mi;
	}
	mi->set_mesh(import_mesh);
	return mi;
}
Light3D *GLTFDocument::_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {