### 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("multimesh_instance_get_color", "multimesh", "index"), &RenderingServer::multimesh_instance_get_color);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_custom_data", "multimesh", "index"), &RenderingServer::multimesh_instance_get_custom_data);
	ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &RenderingServer::multimesh_set_visible_instances);
	ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &RenderingServer::multimesh_get_visible_instances);
	ClassDB::bind_method(D_METHOD("multimesh_set_buffer", "multimesh", "buffer"), &RenderingServer::multimesh_set_buffer);
	ClassDB::bind_method(D_METHOD("multimesh_get_buffer", "multimesh"), &RenderingServer::multimesh_get_buffer);
	BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
	BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
	
	ClassDB::bind_method(D_METHOD("skeleton_create"), &RenderingServer::skeleton_create);
	ClassDB::bind_method(D_METHOD("skeleton_allocate_data", "skeleton", "bones", "is_2d_skeleton"), &RenderingServer::skeleton_allocate_data, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &RenderingServer::skeleton_get_bone_count);
	ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform);
	ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform);
	ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform_2d);
	ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform_2d);
	ClassDB::bind_method(D_METHOD("skeleton_set_base_transform_2d", "skeleton", "base_transform"), &RenderingServer::skeleton_set_base_transform_2d);
	
	ClassDB::bind_method(D_METHOD("directional_light_create"), &RenderingServer::directional_light_create);
	ClassDB::bind_method(D_METHOD("omni_light_create"), &RenderingServer::omni_light_create);
	ClassDB::bind_method(D_METHOD("spot_light_create"), &RenderingServer::spot_light_create);
	ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &RenderingServer::light_set_color);
	ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &RenderingServer::light_set_param);
	ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &RenderingServer::light_set_shadow);
	ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &RenderingServer::light_set_projector);
	ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &RenderingServer::light_set_negative);
	ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &RenderingServer::light_set_cull_mask);
	ClassDB::bind_method(D_METHOD("light_set_distance_fade", "decal", "enabled", "begin", "shadow", "length"), &RenderingServer::light_set_distance_fade);
	ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &RenderingServer::light_set_reverse_cull_face_mode);
	ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &RenderingServer::light_set_bake_mode);