### 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(ENV_TONE_MAPPER_FILMIC);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_DISABLED);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGHNESS_QUALITY_HIGH);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_VERY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA);
	BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_VERY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_HIGH);
	BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_ULTRA);
	BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_50_PERCENT);
	BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_75_PERCENT);
	BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_100_PERCENT);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_4);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_8);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_16);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_32);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_64);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_96);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_128);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_MAX);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_5_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_10_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_15_FRAMES);