### 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 (!p_state->json.has("materials")) {
		return OK;
	}
	const Array &materials = p_state->json["materials"];
	for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
		const Dictionary &d = materials[i];
		Ref<StandardMaterial3D> material;
		material.instantiate();
		if (d.has("name") && !String(d["name"]).is_empty()) {
			material->set_name(d["name"]);
		} else {
			material->set_name(vformat("material_%s", itos(i)));
		}
		material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
		Dictionary pbr_spec_gloss_extensions;
		if (d.has("extensions")) {
			pbr_spec_gloss_extensions = d["extensions"];
		}
		if (pbr_spec_gloss_extensions.has("KHR_materials_pbrSpecularGlossiness")) {
			WARN_PRINT("Material uses a specular and glossiness workflow. Textures will be converted to roughness and metallic workflow, which may not be 100% accurate.");