### 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 < p_node->get_child_count(); i++) {
		Node *r = _post_fix_animations(p_node->get_child(i), p_root, p_node_data, p_animation_data, p_animation_fps);
		if (!r) {
			i--; 
		}
	}
	String import_id = p_node->get_meta("import_id", "PATH:" + p_root->get_path_to(p_node));
	Dictionary node_settings;
	if (p_node_data.has(import_id)) {
		node_settings = p_node_data[import_id];
	}
	{
		
		node_settings = node_settings.duplicate(true);
		
		List<ImportOption> iopts;
		get_internal_import_options(INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE, &iopts);
		for (const ImportOption &E : iopts) {
			if (!node_settings.has(E.option.name)) {
				node_settings[E.option.name] = E.default_value;
			}
		}
	}
	if (Object::cast_to<AnimationPlayer>(p_node)) {
		AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
		bool use_optimizer = node_settings["optimizer/enabled"];
		float anim_optimizer_linerr = node_settings["optimizer/max_velocity_error"];
		float anim_optimizer_angerr = node_settings["optimizer/max_angular_error"];
		int anim_optimizer_preerr = node_settings["optimizer/max_precision_error"];