### 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)

matdata[E.option.name] = E.default_value;
									}
								}
							}
							for (int j = 0; j < post_importer_plugins.size(); j++) {
								post_importer_plugins.write[j]->internal_process(EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL, p_root, p_node, mat, matdata);
							}
							if (matdata.has("use_external/enabled") && bool(matdata["use_external/enabled"]) && matdata.has("use_external/path")) {
								String path = matdata["use_external/path"];
								Ref<Material> external_mat = ResourceLoader::load(path);
								if (external_mat.is_valid()) {
									m->set_surface_material(i, external_mat);
								}
							}
						}
					}
				}
				r_scanned_meshes.insert(m);
			}
			if (node_settings.has("generate/physics")) {
				int mesh_physics_mode = MeshPhysicsMode::MESH_PHYSICS_DISABLED;
				const bool generate_collider = node_settings["generate/physics"];
				if (generate_collider) {
					mesh_physics_mode = MeshPhysicsMode::MESH_PHYSICS_MESH_AND_STATIC_COLLIDER;
					if (node_settings.has("physics/body_type")) {
						const BodyType body_type = (BodyType)node_settings["physics/body_type"].operator int();
						switch (body_type) {
							case BODY_TYPE_STATIC:
								mesh_physics_mode = MeshPhysicsMode::MESH_PHYSICS_MESH_AND_STATIC_COLLIDER;
								break;