### 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 (parent_i >= 0 && p_non_joints.find(parent_i) >= 0 && !p_state->nodes[parent_i]->joint) {
			subtree_set.create_union(parent_i, node_i);
		}
	}
	
	Vector<GLTFNodeIndex> non_joint_subtree_roots;
	subtree_set.get_representatives(non_joint_subtree_roots);
	for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) {
		const GLTFNodeIndex subtree_root = non_joint_subtree_roots[root_i];
		Vector<GLTFNodeIndex> subtree_nodes;
		subtree_set.get_members(subtree_nodes, subtree_root);
		for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
			Ref<GLTFNode> node = p_state->nodes[subtree_nodes[subtree_i]];
			node->joint = true;
			
			p_skeleton->joints.push_back(subtree_nodes[subtree_i]);
		}
	}
	return OK;
}
Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> p_state, const GLTFSkeletonIndex p_skel_i) {
	DisjointSet<GLTFNodeIndex> disjoint_set;
	for (GLTFNodeIndex i = 0; i < p_state->nodes.size(); ++i) {
		const Ref<GLTFNode> node = p_state->nodes[i];
		if (node->skeleton != p_skel_i) {
			continue;
		}
		disjoint_set.insert(i);
		if (node->parent >= 0 && p_state->nodes[node->parent]->skeleton == p_skel_i) {
			disjoint_set.create_union(node->parent, i);