### 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)

Vector<uint8_t> data;
		const uint8_t *data_ptr = nullptr;
		int data_size = 0;
		String image_name;
		if (d.has("name")) {
			image_name = d["name"];
			image_name = image_name.get_file().get_basename().validate_filename();
		}
		if (image_name.is_empty()) {
			image_name = itos(i);
		}
		while (used_names.has(image_name)) {
			image_name += "_" + itos(i);
		}
		used_names.insert(image_name);
		if (d.has("uri")) {
			
			String uri = d["uri"];
			if (uri.begins_with("data:")) { 
				
				if (!uri.begins_with("data:application/octet-stream;base64") &&
						!uri.begins_with("data:application/gltf-buffer;base64") &&
						!uri.begins_with("data:image/png;base64") &&
						!uri.begins_with("data:image/jpeg;base64")) {
					WARN_PRINT(vformat("glTF: Image index '%d' uses an unsupported URI data type: %s. Skipping it.", i, uri));
					p_state->images.push_back(Ref<Texture2D>()); 
					continue;
				}
				data = _parse_base64_uri(uri);
				data_ptr = data.ptr();