### 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)

ERR_FAIL_INDEX_V(p_state->nodes[node]->mesh, p_state->meshes.size(), ERR_PARSE_ERROR);
				Ref<GLTFMesh> mesh = p_state->meshes[p_state->nodes[node]->mesh];
				ERR_CONTINUE(!mesh->get_blend_weights().size());
				const int wc = mesh->get_blend_weights().size();
				track->weight_tracks.resize(wc);
				const int expected_value_count = times.size() * output_count * wc;
				ERR_CONTINUE_MSG(weights.size() != expected_value_count, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead.");
				const int wlen = weights.size() / wc;
				for (int k = 0; k < wc; k++) { 
					GLTFAnimation::Channel<real_t> cf;
					cf.interpolation = interp;
					cf.times = Variant(times);
					Vector<real_t> wdata;
					wdata.resize(wlen);
					for (int l = 0; l < wlen; l++) {
						wdata.write[l] = weights[l * wc + k];
					}
					cf.values = wdata;
					track->weight_tracks.write[k] = cf;
				}
			} else {
				WARN_PRINT("Invalid path '" + path + "'.");
			}
		}
		p_state->animations.push_back(animation);
	}
	print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
	return OK;
}
void GLTFDocument::_assign_scene_names(Ref<GLTFState> p_state) {