### 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)

case INTERNAL_IMPORT_CATEGORY_ANIMATION: {
		} break;
		case INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE: {
		} break;
		case INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE: {
		} break;
		default: {
		}
	}
	for (int i = 0; i < post_importer_plugins.size(); i++) {
		Variant ret = post_importer_plugins.write[i]->get_internal_option_update_view_required(EditorScenePostImportPlugin::InternalImportCategory(p_category), p_option, p_options);
		if (ret.get_type() == Variant::BOOL) {
			return ret;
		}
	}
	return false;
}
void ResourceImporterScene::get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset) const {
	r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_type", PROPERTY_HINT_TYPE_STRING, "Node"), "Node3D"));
	r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/root_name"), "Scene Root"));
	List<String> script_extentions;
	ResourceLoader::get_recognized_extensions_for_type("Script", &script_extentions);
	String script_ext_hint;
	for (const String &E : script_extentions) {
		if (!script_ext_hint.is_empty()) {
			script_ext_hint += ",";
		}
		script_ext_hint += "*." + E;
	}
	r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "nodes/apply_root_scale"), true));