### 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)

const NodePath path = node_suffix[0];
			const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			for (const KeyValue<GLTFNodeIndex, Node *> &rotation_degree_scene_node_i : p_state->scene_nodes) {
				if (rotation_degree_scene_node_i.value == node) {
					GLTFNodeIndex node_index = rotation_degree_scene_node_i.key;
					HashMap<int, GLTFAnimation::Track>::Iterator rotation_degree_track_i = gltf_animation->get_tracks().find(node_index);
					GLTFAnimation::Track track;
					if (rotation_degree_track_i) {
						track = rotation_degree_track_i->value;
					}
					track = _convert_animation_track(p_state, track, animation, track_i, node_index);
					gltf_animation->get_tracks().insert(node_index, track);
				}
			}
		} else if (String(orig_track_path).contains(":scale")) {
			const Vector<String> node_suffix = String(orig_track_path).split(":scale");
			const NodePath path = node_suffix[0];
			const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			for (const KeyValue<GLTFNodeIndex, Node *> &scale_scene_node_i : p_state->scene_nodes) {
				if (scale_scene_node_i.value == node) {
					GLTFNodeIndex node_index = scale_scene_node_i.key;
					HashMap<int, GLTFAnimation::Track>::Iterator scale_track_i = gltf_animation->get_tracks().find(node_index);
					GLTFAnimation::Track track;
					if (scale_track_i) {
						track = scale_track_i->value;
					}
					track = _convert_animation_track(p_state, track, animation, track_i, node_index);
					gltf_animation->get_tracks().insert(node_index, track);
				}
			}