### 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)

GDVIRTUAL_CALL(_get_import_options, p_path);
}
Variant EditorSceneFormatImporter::get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) {
	Variant ret;
	GDVIRTUAL_CALL(_get_option_visibility, p_path, p_for_animation, p_option, ret);
	return ret;
}
void EditorSceneFormatImporter::_bind_methods() {
	GDVIRTUAL_BIND(_get_import_flags);
	GDVIRTUAL_BIND(_get_extensions);
	GDVIRTUAL_BIND(_import_scene, "path", "flags", "options");
	GDVIRTUAL_BIND(_get_import_options, "path");
	GDVIRTUAL_BIND(_get_option_visibility, "path", "for_animation", "option");
	BIND_CONSTANT(IMPORT_SCENE);
	BIND_CONSTANT(IMPORT_ANIMATION);
	BIND_CONSTANT(IMPORT_FAIL_ON_MISSING_DEPENDENCIES);
	BIND_CONSTANT(IMPORT_GENERATE_TANGENT_ARRAYS);
	BIND_CONSTANT(IMPORT_USE_NAMED_SKIN_BINDS);
	BIND_CONSTANT(IMPORT_DISCARD_MESHES_AND_MATERIALS);
}
void EditorScenePostImport::_bind_methods() {
	GDVIRTUAL_BIND(_post_import, "scene")
	ClassDB::bind_method(D_METHOD("get_source_file"), &EditorScenePostImport::get_source_file);
}
Node *EditorScenePostImport::post_import(Node *p_scene) {