The GLB import is messed up, as far as I'm concerned, and should never be used. It makes things easier for simple testing, but it's inflexible (you can't edit the textures), takes significantly more file space (as the images are uncompressed), and also results in horrible performance loss (about half, or even less, the performance of separate textures with VRAM compression). So you should not use them, I believe the docs are either incorrect, or there is a serious bug in the engine.
When you export from Blender, you should select "glTF + bin + textures". Then in Godot, select all the textures in the system (you can shift/control + click to select multiple) then go into the import tab and make sure they are all set on VRAM compressed. This will have the best performance. If performance is not a problem, then you can alternatively select Lossy, and set to compression to a lower number. I found that even 0.7 still looks good and almost indistinguishable, but saves quite a lot of space on the disk.