### 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
return render_loop_enabled;
}
void RenderingServer::set_render_loop_enabled(bool p_enabled) {
	render_loop_enabled = p_enabled;
}
RenderingServer::RenderingServer() {
	
	singleton = this;
}
TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() const {
	TypedArray<StringName> gsp;
	Vector<StringName> gsp_sn = global_shader_parameter_get_list();
	gsp.resize(gsp_sn.size());
	for (int i = 0; i < gsp_sn.size(); i++) {
		gsp[i] = gsp_sn[i];
	}
	return gsp;
}
void RenderingServer::init() {
	GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
	GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
	GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/textures/webp_compression/compression_method", PROPERTY_HINT_RANGE, "0,6,1"), 2);
	GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/textures/webp_compression/lossless_compression_factor", PROPERTY_HINT_RANGE, "0,100,1"), 25);
	GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"), 3600);
	GLOBAL_DEF_RST("rendering/lights_and_shadows/use_physical_light_units", false);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"), 4096);
	GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/size.mobile", 2048);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"), 2);
	GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile", 0);