### 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 = _determine_skeletons(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _create_skeletons(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _create_skins(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_meshes(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_lights(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_cameras(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	err = _parse_animations(p_state);
	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
	
	_assign_scene_names(p_state);
	Node3D *root = memnew(Node3D);
	for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) {
		_generate_scene_node(p_state, root, root, p_state->root_nodes[root_i]);
	}
	return OK;
}
Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags, String p_base_path) {