### 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)

return GLTFTemplateConvert::to_array(skins);
}
void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {
	GLTFTemplateConvert::set_from_array(skins, p_skins);
}
TypedArray<GLTFCamera> GLTFState::get_cameras() {
	return GLTFTemplateConvert::to_array(cameras);
}
void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {
	GLTFTemplateConvert::set_from_array(cameras, p_cameras);
}
TypedArray<GLTFLight> GLTFState::get_lights() {
	return GLTFTemplateConvert::to_array(lights);
}
void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {
	GLTFTemplateConvert::set_from_array(lights, p_lights);
}
TypedArray<String> GLTFState::get_unique_names() {
	return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {
	GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
TypedArray<String> GLTFState::get_unique_animation_names() {
	return GLTFTemplateConvert::to_array(unique_animation_names);
}
void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {
	GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
}
TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {