### Godot version

4.0.stable

### System information

Windows 10, MacOS

### Issue description

Some combination of ~~#72301~~#72031 and #73829 and the differing platform default settings + not including default values in project.godot has created a frustrating problem. 

When a developer on the project opens it in Windows, it deletes `rendering/textures/vram_compression/import_s3tc_bptc=true` from project.godot. When that happens, the MacOS version then re-imports everything as only ASTC and updates all the `.import` files. And then it deletes `rendering/textures/vram_compression/import_etc2_astc=true` from project.godot. Then the windows machine re-imports everything, and forever and ever they fight over import files, unless we're diligent about not letting that particular change in `project.godot`. 

This has made cross-platform development very obnoxious and with high quality textures, the constant re-imports can take a very long time. 

### Steps to reproduce

1. Add a VRAM Compressed Texture to a project. 
2. Attempt to make both platforms happy by enabling both VRAM compression formats.
3. Re-open on both Windows and MacOS.

### Minimal reproduction project

N/A
case Variant::PACKED_VECTOR2_ARRAY: {
					Vector<Vector2> v2 = p_arrays[i];
					array_len = v2.size();
					format |= ARRAY_FLAG_USE_2D_VERTICES;
				} break;
				case Variant::PACKED_VECTOR3_ARRAY: {
					ERR_FAIL_COND_V(p_compress_format & ARRAY_FLAG_USE_2D_VERTICES, ERR_INVALID_PARAMETER);
					Vector<Vector3> v3 = p_arrays[i];
					array_len = v3.size();
				} break;
				default: {
					ERR_FAIL_V(ERR_INVALID_DATA);
				} break;
			}
			ERR_FAIL_COND_V(array_len == 0, ERR_INVALID_DATA);
		} else if (i == RS::ARRAY_BONES) {
			switch (p_arrays[i].get_type()) {
				case Variant::PACKED_INT32_ARRAY: {
					Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX];
					Vector<int32_t> bones = p_arrays[i];
					int32_t bone_8_group_count = bones.size() / (ARRAY_WEIGHTS_SIZE * 2);
					int32_t vertex_count = vertices.size();
					if (vertex_count == bone_8_group_count) {
						format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
					}
				} break;
				default: {
					ERR_FAIL_V(ERR_INVALID_DATA);
				} break;
			}