### 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)

} else if (String(orig_track_path).contains(":transform")) {
			const Vector<String> node_suffix = String(orig_track_path).split(":transform");
			const NodePath path = node_suffix[0];
			const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : p_state->scene_nodes) {
				if (transform_track_i.value == node) {
					GLTFAnimation::Track track;
					track = _convert_animation_track(p_state, track, animation, track_i, transform_track_i.key);
					gltf_animation->get_tracks().insert(transform_track_i.key, track);
				}
			}
		} else if (String(orig_track_path).contains(":") && animation->track_get_type(track_i) == Animation::TYPE_BLEND_SHAPE) {
			const Vector<String> node_suffix = String(orig_track_path).split(":");
			const NodePath path = node_suffix[0];
			const String suffix = node_suffix[1];
			Node *node = p_animation_player->get_parent()->get_node_or_null(path);
			MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
			Ref<Mesh> mesh = mi->get_mesh();
			ERR_CONTINUE(mesh.is_null());
			int32_t mesh_index = -1;
			for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : p_state->scene_nodes) {
				if (mesh_track_i.value == node) {
					mesh_index = mesh_track_i.key;
				}
			}
			ERR_CONTINUE(mesh_index == -1);
			HashMap<int, GLTFAnimation::Track> &tracks = gltf_animation->get_tracks();
			GLTFAnimation::Track track = gltf_animation->get_tracks().has(mesh_index) ? gltf_animation->get_tracks()[mesh_index] : GLTFAnimation::Track();
			if (!tracks.has(mesh_index)) {
				for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {