### 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
} else {
								aabb.expand_to(src[i]);
							}
						}
					}
					r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));
				} else {
					Vector<Vector3> array = p_arrays[ai];
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
					const Vector3 *src = array.ptr();
					
					AABB aabb;
					{
						for (int i = 0; i < p_vertex_array_len; i++) {
							float vector[3] = { (float)src[i].x, (float)src[i].y, (float)src[i].z };
							memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 3);
							if (i == 0) {
								aabb = AABB(src[i], SMALL_VEC3);
							} else {
								aabb.expand_to(src[i]);
							}
						}
					}
					r_aabb = aabb;
				}
			} break;
			case RS::ARRAY_NORMAL: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
				Vector<Vector3> array = p_arrays[ai];
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);