### 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
Vector<Vector3> vertices;
	Vector<Vector3> normals;
	for (const Geometry3D::MeshData::Face &f : p_mesh_data.faces) {
		for (uint32_t j = 2; j < f.indices.size(); j++) {
			vertices.push_back(p_mesh_data.vertices[f.indices[0]]);
			normals.push_back(f.plane.normal);
			vertices.push_back(p_mesh_data.vertices[f.indices[j - 1]]);
			normals.push_back(f.plane.normal);
			vertices.push_back(p_mesh_data.vertices[f.indices[j]]);
			normals.push_back(f.plane.normal);
		}
	}
	Array d;
	d.resize(RS::ARRAY_MAX);
	d[ARRAY_VERTEX] = vertices;
	d[ARRAY_NORMAL] = normals;
	mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d);
}
void RenderingServer::mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes) {
	Geometry3D::MeshData mdata = Geometry3D::build_convex_mesh(p_planes);
	mesh_add_surface_from_mesh_data(p_mesh, mdata);
}
RID RenderingServer::instance_create2(RID p_base, RID p_scenario) {
	RID instance = instance_create();
	instance_set_base(instance, p_base);
	instance_set_scenario(instance, p_scenario);
	return instance;
}
bool RenderingServer::is_render_loop_enabled() const {