### 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)

p_node->replace_by(col);
					memdelete(p_node);
					p_node = col;
					_add_shapes(col, shapes);
				}
			}
		} else if (p_node->has_meta("empty_draw_type")) {
			String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
			StaticBody3D *sb = memnew(StaticBody3D);
			sb->set_name(fixed_name);
			Object::cast_to<Node3D>(sb)->set_transform(Object::cast_to<Node3D>(p_node)->get_transform());
			p_node->replace_by(sb);
			memdelete(p_node);
			p_node = sb;
			CollisionShape3D *colshape = memnew(CollisionShape3D);
			if (empty_draw_type == "CUBE") {
				BoxShape3D *boxShape = memnew(BoxShape3D);
				boxShape->set_size(Vector3(2, 2, 2));
				colshape->set_shape(boxShape);
			} else if (empty_draw_type == "SINGLE_ARROW") {
				SeparationRayShape3D *rayShape = memnew(SeparationRayShape3D);
				rayShape->set_length(1);
				colshape->set_shape(rayShape);
				Object::cast_to<Node3D>(sb)->rotate_x(Math_PI / 2);
			} else if (empty_draw_type == "IMAGE") {
				WorldBoundaryShape3D *world_boundary_shape = memnew(WorldBoundaryShape3D);
				colshape->set_shape(world_boundary_shape);
			} else {
				SphereShape3D *sphereShape = memnew(SphereShape3D);
				sphereShape->set_radius(1);