### 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)

return GLTFTemplateConvert::to_array(buffers);
}
void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {
	GLTFTemplateConvert::set_from_array(buffers, p_buffers);
}
TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {
	return GLTFTemplateConvert::to_array(buffer_views);
}
void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {
	GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
}
TypedArray<GLTFAccessor> GLTFState::get_accessors() {
	return GLTFTemplateConvert::to_array(accessors);
}
void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {
	GLTFTemplateConvert::set_from_array(accessors, p_accessors);
}
TypedArray<GLTFMesh> GLTFState::get_meshes() {
	return GLTFTemplateConvert::to_array(meshes);
}
void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
	GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
TypedArray<Material> GLTFState::get_materials() {
	return GLTFTemplateConvert::to_array(materials);
}
void GLTFState::set_materials(TypedArray<Material> p_materials) {
	GLTFTemplateConvert::set_from_array(materials, p_materials);
}
String GLTFState::get_scene_name() {