### 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
ERR_FAIL_INDEX_V(p_array_index, ARRAY_MAX, 0);
	p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX;
	uint32_t offsets[ARRAY_MAX];
	uint32_t vstr;
	uint32_t astr;
	uint32_t sstr;
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
	return offsets[p_array_index];
}
uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const {
	p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX;
	uint32_t offsets[ARRAY_MAX];
	uint32_t vstr;
	uint32_t astr;
	uint32_t sstr;
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
	return vstr;
}
uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const {
	p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX;
	uint32_t offsets[ARRAY_MAX];
	uint32_t vstr;
	uint32_t astr;
	uint32_t sstr;
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
	return astr;
}
uint32_t RenderingServer::mesh_surface_get_format_skin_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const {