### 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)

d["bufferView"] = bvi;
			d["mimeType"] = "image/png";
		} else {
			ERR_FAIL_COND_V(p_path.is_empty(), ERR_INVALID_PARAMETER);
			String img_name = p_state->images[i]->get_name();
			if (img_name.is_empty()) {
				img_name = itos(i);
			}
			img_name = _gen_unique_name(p_state, img_name);
			img_name = img_name.pad_zeros(3) + ".png";
			String texture_dir = "textures";
			String path = p_path.get_base_dir();
			String new_texture_dir = path + "/" + texture_dir;
			Ref<DirAccess> da = DirAccess::open(path);
			if (!da->dir_exists(new_texture_dir)) {
				da->make_dir(new_texture_dir);
			}
			image->save_png(new_texture_dir.path_join(img_name));
			d["uri"] = texture_dir.path_join(img_name).uri_encode();
		}
		images.push_back(d);
	}
	print_verbose("Total images: " + itos(p_state->images.size()));
	if (!images.size()) {
		return OK;
	}
	p_state->json["images"] = images;
	return OK;
}
Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_path) {