### 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)

material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC));
				material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
				material->set_emission(Color(0, 0, 0));
			}
		}
		if (d.has("doubleSided")) {
			const bool ds = d["doubleSided"];
			if (ds) {
				material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
			}
		}
		if (d.has("alphaMode")) {
			const String &am = d["alphaMode"];
			if (am == "BLEND") {
				material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
			} else if (am == "MASK") {
				material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR);
				if (d.has("alphaCutoff")) {
					material->set_alpha_scissor_threshold(d["alphaCutoff"]);
				} else {
					material->set_alpha_scissor_threshold(0.5f);
				}
			}
		}
		p_state->materials.push_back(material);
	}
	print_verbose("Total materials: " + itos(p_state->materials.size()));
	return OK;
}
void GLTFDocument::_set_texture_transform_uv1(const Dictionary &p_dict, Ref<BaseMaterial3D> p_material) {