### 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 (scale_idx == -1) {
				base_scale = p_state->nodes[track_i.key]->scale;
			}
			bool last = false;
			while (true) {
				Vector3 pos = base_pos;
				Quaternion rot = base_rot;
				Vector3 scale = base_scale;
				if (position_idx >= 0) {
					pos = _interpolate_track<Vector3>(track.position_track.times, track.position_track.values, time, track.position_track.interpolation);
					animation->position_track_insert_key(position_idx, time - anim_start, pos);
				}
				if (rotation_idx >= 0) {
					rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
					animation->rotation_track_insert_key(rotation_idx, time - anim_start, rot);
				}
				if (scale_idx >= 0) {
					scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
					animation->scale_track_insert_key(scale_idx, time - anim_start, scale);
				}
				if (last) {
					break;
				}
				time += increment;
				if (time >= anim_end) {
					last = true;
					time = anim_end;
				}
			}
		}