### 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)

for (Node3D *node_3d : p_dictionary.node_3ds) {
		if (node_3d) {
			node_3d->set_position(p_scale * node_3d->get_position());
			Skeleton3D *skeleton_3d = Object::cast_to<Skeleton3D>(node_3d);
			if (skeleton_3d) {
				for (int i = 0; i < skeleton_3d->get_bone_count(); i++) {
					Transform3D rest = skeleton_3d->get_bone_rest(i);
					skeleton_3d->set_bone_rest(i, Transform3D(rest.basis, p_scale * rest.origin));
					skeleton_3d->set_bone_pose_position(i, p_scale * rest.origin);
				}
			}
		}
	}
	for (Ref<ImporterMesh> mesh : p_dictionary.importer_meshes) {
		_rescale_importer_mesh(p_scale, mesh, false);
	}
	for (Ref<Skin> skin : p_dictionary.skins) {
		_rescale_skin(p_scale, skin);
	}
	for (Ref<Animation> animation : p_dictionary.animations) {
		_rescale_animation(p_scale, animation);
	}
}
void _populate_scalable_nodes_collection(Node *p_node, ScalableNodeCollection &p_dictionary) {