### 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
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_LIGHTING);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSIL);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI_PROBES);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_BUFFER);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLE_LOD);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_MOTION_VECTORS);
	BIND_ENUM_CONSTANT(VIEWPORT_VRS_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_VRS_TEXTURE);
	BIND_ENUM_CONSTANT(VIEWPORT_VRS_XR);
	BIND_ENUM_CONSTANT(VIEWPORT_VRS_MAX);
	
	ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create);