### 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)

Object *ret;
	if (GDVIRTUAL_CALL(_post_import, p_scene, ret)) {
		return Object::cast_to<Node>(ret);
	}
	return p_scene;
}
String EditorScenePostImport::get_source_file() const {
	return source_file;
}
void EditorScenePostImport::init(const String &p_source_file) {
	source_file = p_source_file;
}
EditorScenePostImport::EditorScenePostImport() {
}
Variant EditorScenePostImportPlugin::get_option_value(const StringName &p_name) const {
	ERR_FAIL_COND_V_MSG(current_options == nullptr && current_options_dict == nullptr, Variant(), "get_option_value called from a function where option values are not available.");
	ERR_FAIL_COND_V_MSG(current_options && !current_options->has(p_name), Variant(), "get_option_value called with unexisting option argument: " + String(p_name));
	ERR_FAIL_COND_V_MSG(current_options_dict && !current_options_dict->has(p_name), Variant(), "get_option_value called with unexisting option argument: " + String(p_name));
	if (current_options && current_options->has(p_name)) {
		return (*current_options)[p_name];
	}
	if (current_options_dict && current_options_dict->has(p_name)) {
		return (*current_options_dict)[p_name];
	}
	return Variant();
}
void EditorScenePostImportPlugin::add_import_option(const String &p_name, Variant p_default_value) {