### 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
ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment);
	ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);
	ClassDB::bind_method(D_METHOD("scenario_set_camera_attributes", "scenario", "effects"), &RenderingServer::scenario_set_camera_attributes);
	
	ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2);
	ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create);
	ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
	ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
	ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
	ClassDB::bind_method(D_METHOD("instance_set_pivot_data", "instance", "sorting_offset", "use_aabb_center"), &RenderingServer::instance_set_pivot_data);
	ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
	ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
	ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
	ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material);
	ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_transparency", "instance", "transparency"), &RenderingServer::instance_geometry_set_transparency);
	ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
	ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
	ClassDB::bind_method(D_METHOD("instance_set_visibility_parent", "instance", "parent"), &RenderingServer::instance_set_visibility_parent);
	ClassDB::bind_method(D_METHOD("instance_set_ignore_culling", "instance", "enabled"), &RenderingServer::instance_set_ignore_culling);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &RenderingServer::instance_geometry_set_material_overlay);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin", "fade_mode"), &RenderingServer::instance_geometry_set_visibility_range);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_shader_parameter", "instance", "parameter", "value"), &RenderingServer::instance_geometry_set_shader_parameter);
	ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_parameter);