### 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)

accessor->min = d["min"];
		}
		if (d.has("sparse")) {
			
			const Dictionary &s = d["sparse"];
			ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR);
			accessor->sparse_count = s["count"];
			ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR);
			const Dictionary &si = s["indices"];
			ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
			accessor->sparse_indices_buffer_view = si["bufferView"];
			ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
			accessor->sparse_indices_component_type = si["componentType"];
			if (si.has("byteOffset")) {
				accessor->sparse_indices_byte_offset = si["byteOffset"];
			}
			ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR);
			const Dictionary &sv = s["values"];
			ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
			accessor->sparse_values_buffer_view = sv["bufferView"];
			if (sv.has("byteOffset")) {
				accessor->sparse_values_byte_offset = sv["byteOffset"];
			}
		}
		p_state->accessors.push_back(accessor);
	}
	print_verbose("glTF: Total accessors: " + itos(p_state->accessors.size()));
	return OK;
}
double GLTFDocument::_filter_number(double p_float) {