### 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
for (int j = 0; j < p_vertex_len; j++) {
					const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
					w[j] = Vector3::octahedron_decode(Vector2((v & 0xFFFF) / 65535.0, ((v >> 16) & 0xFFFF) / 65535.0));
				}
				ret[i] = arr;
			} break;
			case RS::ARRAY_TANGENT: {
				Vector<float> arr;
				arr.resize(p_vertex_len * 4);
				float *w = arr.ptrw();
				for (int j = 0; j < p_vertex_len; j++) {
					const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
					float tangent_sign;
					Vector3 res = Vector3::octahedron_tangent_decode(Vector2((v & 0xFFFF) / 65535.0, ((v >> 16) & 0xFFFF) / 65535.0), &tangent_sign);
					w[j * 4 + 0] = res.x;
					w[j * 4 + 1] = res.y;
					w[j * 4 + 2] = res.z;
					w[j * 4 + 3] = tangent_sign;
				}
				ret[i] = arr;
			} break;
			case RS::ARRAY_COLOR: {
				Vector<Color> arr;
				arr.resize(p_vertex_len);
				Color *w = arr.ptrw();
				for (int32_t j = 0; j < p_vertex_len; j++) {
					const uint8_t *v = reinterpret_cast<const uint8_t *>(&ar[j * attrib_elem_size + offsets[i]]);
					w[j] = Color(v[0] / 255.0, v[1] / 255.0, v[2] / 255.0, v[3] / 255.0);
				}
				ret[i] = arr;