### 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)

if (in == "STEP") {
					interp = GLTFAnimation::INTERP_STEP;
				} else if (in == "LINEAR") {
					interp = GLTFAnimation::INTERP_LINEAR;
				} else if (in == "CATMULLROMSPLINE") {
					interp = GLTFAnimation::INTERP_CATMULLROMSPLINE;
					output_count = 3;
				} else if (in == "CUBICSPLINE") {
					interp = GLTFAnimation::INTERP_CUBIC_SPLINE;
					output_count = 3;
				}
			}
			const Vector<float> times = _decode_accessor_as_floats(p_state, input, false);
			if (path == "translation") {
				const Vector<Vector3> positions = _decode_accessor_as_vec3(p_state, output, false);
				track->position_track.interpolation = interp;
				track->position_track.times = Variant(times); 
				track->position_track.values = Variant(positions); 
			} else if (path == "rotation") {
				const Vector<Quaternion> rotations = _decode_accessor_as_quaternion(p_state, output, false);
				track->rotation_track.interpolation = interp;
				track->rotation_track.times = Variant(times); 
				track->rotation_track.values = rotations;
			} else if (path == "scale") {
				const Vector<Vector3> scales = _decode_accessor_as_vec3(p_state, output, false);
				track->scale_track.interpolation = interp;
				track->scale_track.times = Variant(times); 
				track->scale_track.values = Variant(scales); 
			} else if (path == "weights") {
				const Vector<float> weights = _decode_accessor_as_floats(p_state, output, false);