### 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)

joints.write[vertex_i * weight_8_count + 5] = joints_1[vertex_i * JOINT_GROUP_SIZE + 1];
					joints.write[vertex_i * weight_8_count + 6] = joints_1[vertex_i * JOINT_GROUP_SIZE + 2];
					joints.write[vertex_i * weight_8_count + 7] = joints_1[vertex_i * JOINT_GROUP_SIZE + 3];
				}
				array[Mesh::ARRAY_BONES] = joints;
			}
			if (a.has("WEIGHTS_0") && !a.has("WEIGHTS_1")) {
				Vector<float> weights = _decode_accessor_as_floats(p_state, a["WEIGHTS_0"], true);
				{ 
					int wc = weights.size();
					float *w = weights.ptrw();
					for (int k = 0; k < wc; k += 4) {
						float total = 0.0;
						total += w[k + 0];
						total += w[k + 1];
						total += w[k + 2];
						total += w[k + 3];
						if (total > 0.0) {
							w[k + 0] /= total;
							w[k + 1] /= total;
							w[k + 2] /= total;
							w[k + 3] /= total;
						}
					}
				}
				array[Mesh::ARRAY_WEIGHTS] = weights;
			} else if (a.has("WEIGHTS_0") && a.has("WEIGHTS_1")) {
				Vector<float> weights_0 = _decode_accessor_as_floats(p_state, a["WEIGHTS_0"], true);
				Vector<float> weights_1 = _decode_accessor_as_floats(p_state, a["WEIGHTS_1"], true);
				Vector<float> weights;