### 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)

mesh = src_mesh_node->get_mesh()->get_mesh();
			}
			if (mesh.is_valid()) {
				mesh_node->set_mesh(mesh);
				for (int i = 0; i < mesh->get_surface_count(); i++) {
					mesh_node->set_surface_override_material(i, src_mesh_node->get_surface_material(i));
				}
			}
		}
		switch (p_light_bake_mode) {
			case LIGHT_BAKE_DISABLED: {
				mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_DISABLED);
			} break;
			case LIGHT_BAKE_DYNAMIC: {
				mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_DYNAMIC);
			} break;
			case LIGHT_BAKE_STATIC:
			case LIGHT_BAKE_STATIC_LIGHTMAPS: {
				mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_STATIC);
			} break;
		}
		p_node->replace_by(mesh_node);
		memdelete(p_node);
		p_node = mesh_node;
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_generate_meshes(p_node->get_child(i), p_mesh_data, p_generate_lods, p_create_shadow_meshes, p_light_bake_mode, p_lightmap_texel_size, p_src_lightmap_cache, r_lightmap_caches);
	}
}
void ResourceImporterScene::_add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes) {