### 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)

p_state->unique_names.insert("Skeleton3D"); 
	ERR_FAIL_COND_V(!p_state->json.has("scenes"), ERR_FILE_CORRUPT);
	const Array &scenes = p_state->json["scenes"];
	int loaded_scene = 0;
	if (p_state->json.has("scene")) {
		loaded_scene = p_state->json["scene"];
	} else {
		WARN_PRINT("The load-time scene is not defined in the glTF2 file. Picking the first scene.");
	}
	if (scenes.size()) {
		ERR_FAIL_COND_V(loaded_scene >= scenes.size(), ERR_FILE_CORRUPT);
		const Dictionary &s = scenes[loaded_scene];
		ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE);
		const Array &nodes = s["nodes"];
		for (int j = 0; j < nodes.size(); j++) {
			p_state->root_nodes.push_back(nodes[j]);
		}
		if (s.has("name") && !String(s["name"]).is_empty() && !((String)s["name"]).begins_with("Scene")) {
			p_state->scene_name = _gen_unique_name(p_state, s["name"]);
		} else {
			p_state->scene_name = _gen_unique_name(p_state, p_state->filename);
		}
	}
	return OK;
}
Error GLTFDocument::_parse_nodes(Ref<GLTFState> p_state) {