### 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(DECAL_TEXTURE_ALBEDO);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);
	BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST_MIPMAPS);
	BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS);
	BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
	
	ClassDB::bind_method(D_METHOD("gi_set_use_half_resolution", "half_resolution"), &RenderingServer::gi_set_use_half_resolution);
	
	ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create);
	ClassDB::bind_method(D_METHOD("voxel_gi_allocate_data", "voxel_gi", "to_cell_xform", "aabb", "octree_size", "octree_cells", "data_cells", "distance_field", "level_counts"), &RenderingServer::voxel_gi_allocate_data);
	ClassDB::bind_method(D_METHOD("voxel_gi_get_octree_size", "voxel_gi"), &RenderingServer::voxel_gi_get_octree_size);
	ClassDB::bind_method(D_METHOD("voxel_gi_get_octree_cells", "voxel_gi"), &RenderingServer::voxel_gi_get_octree_cells);
	ClassDB::bind_method(D_METHOD("voxel_gi_get_data_cells", "voxel_gi"), &RenderingServer::voxel_gi_get_data_cells);
	ClassDB::bind_method(D_METHOD("voxel_gi_get_distance_field", "voxel_gi"), &RenderingServer::voxel_gi_get_distance_field);
	ClassDB::bind_method(D_METHOD("voxel_gi_get_level_counts", "voxel_gi"), &RenderingServer::voxel_gi_get_level_counts);
	ClassDB::bind_method(D_METHOD("voxel_gi_get_to_cell_xform", "voxel_gi"), &RenderingServer::voxel_gi_get_to_cell_xform);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_dynamic_range", "voxel_gi", "range"), &RenderingServer::voxel_gi_set_dynamic_range);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_propagation", "voxel_gi", "amount"), &RenderingServer::voxel_gi_set_propagation);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_energy", "voxel_gi", "energy"), &RenderingServer::voxel_gi_set_energy);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_baked_exposure_normalization", "voxel_gi", "baked_exposure"), &RenderingServer::voxel_gi_set_baked_exposure_normalization);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_bias", "voxel_gi", "bias"), &RenderingServer::voxel_gi_set_bias);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_normal_bias", "voxel_gi", "bias"), &RenderingServer::voxel_gi_set_normal_bias);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_interior", "voxel_gi", "enable"), &RenderingServer::voxel_gi_set_interior);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_use_two_bounces", "voxel_gi", "enable"), &RenderingServer::voxel_gi_set_use_two_bounces);