### 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_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM1_SHIFT);
	BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM2_SHIFT);
	BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM3_SHIFT);
	BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM_MASK);
	BIND_BITFIELD_FLAG(ARRAY_COMPRESS_FLAGS_BASE);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_2D_VERTICES);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_8_BONE_WEIGHTS);
	BIND_BITFIELD_FLAG(ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY);
	BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
	BIND_ENUM_CONSTANT(PRIMITIVE_MAX);
	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
	
	ClassDB::bind_method(D_METHOD("multimesh_create"), &RenderingServer::multimesh_create);
	ClassDB::bind_method(D_METHOD("multimesh_allocate_data", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::multimesh_allocate_data, DEFVAL(false), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &RenderingServer::multimesh_get_instance_count);
	ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &RenderingServer::multimesh_set_mesh);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform_2d);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &RenderingServer::multimesh_instance_set_color);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_custom_data", "multimesh", "index", "custom_data"), &RenderingServer::multimesh_instance_set_custom_data);
	ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &RenderingServer::multimesh_get_mesh);
	ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &RenderingServer::multimesh_get_aabb);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform_2d);