### 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)

Vector3 s;
						anim->scale_track_interpolate(j, to, &s);
						new_anim->scale_track_insert_key(dtrack, to - from, s);
					} else if (anim->track_get_type(j) == Animation::TYPE_VALUE) {
						Variant var = anim->value_track_interpolate(j, to);
						new_anim->track_insert_key(dtrack, to - from, var);
					} else if (anim->track_get_type(j) == Animation::TYPE_BLEND_SHAPE) {
						float interp;
						anim->blend_shape_track_interpolate(j, to, &interp);
						new_anim->blend_shape_track_insert_key(dtrack, to - from, interp);
					}
				}
			}
			if (dtrack == -1 && p_bake_all) {
				new_anim->add_track(anim->track_get_type(j));
				dtrack = new_anim->get_track_count() - 1;
				new_anim->track_set_path(dtrack, anim->track_get_path(j));
				if (anim->track_get_type(j) == Animation::TYPE_POSITION_3D) {
					Vector3 p;
					anim->position_track_interpolate(j, from, &p);
					new_anim->position_track_insert_key(dtrack, 0, p);
					anim->position_track_interpolate(j, to, &p);
					new_anim->position_track_insert_key(dtrack, to - from, p);
				} else if (anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) {
					Quaternion r;
					anim->rotation_track_interpolate(j, from, &r);
					new_anim->rotation_track_insert_key(dtrack, 0, r);
					anim->rotation_track_interpolate(j, to, &r);
					new_anim->rotation_track_insert_key(dtrack, to - from, r);
				} else if (anim->track_get_type(j) == Animation::TYPE_SCALE_3D) {