### 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)

w[k + 3] /= total;
							w[k + 4] /= total;
							w[k + 5] /= total;
							w[k + 6] /= total;
							w[k + 7] /= total;
						}
					}
				}
				array[Mesh::ARRAY_WEIGHTS] = weights;
			}
			if (p.has("indices")) {
				Vector<int> indices = _decode_accessor_as_ints(p_state, p["indices"], false);
				if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
					
					const int is = indices.size();
					int *w = indices.ptrw();
					for (int k = 0; k < is; k += 3) {
						SWAP(w[k + 1], w[k + 2]);
					}
				}
				array[Mesh::ARRAY_INDEX] = indices;
			} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
				
				const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
				ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
				Vector<int> indices;
				const int vs = vertices.size();
				indices.resize(vs);
				{
					int *w = indices.ptrw();