### 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("voxel_gi_set_quality", "quality"), &RenderingServer::voxel_gi_set_quality);
	BIND_ENUM_CONSTANT(VOXEL_GI_QUALITY_LOW);
	BIND_ENUM_CONSTANT(VOXEL_GI_QUALITY_HIGH);
	
	ClassDB::bind_method(D_METHOD("lightmap_create"), &RenderingServer::lightmap_create);
	ClassDB::bind_method(D_METHOD("lightmap_set_textures", "lightmap", "light", "uses_sh"), &RenderingServer::lightmap_set_textures);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_bounds", "lightmap", "bounds"), &RenderingServer::lightmap_set_probe_bounds);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_interior", "lightmap", "interior"), &RenderingServer::lightmap_set_probe_interior);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_capture_data", "lightmap", "points", "point_sh", "tetrahedra", "bsp_tree"), &RenderingServer::lightmap_set_probe_capture_data);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_points", "lightmap"), &RenderingServer::lightmap_get_probe_capture_points);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_sh", "lightmap"), &RenderingServer::lightmap_get_probe_capture_sh);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_tetrahedra", "lightmap"), &RenderingServer::lightmap_get_probe_capture_tetrahedra);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_bsp_tree", "lightmap"), &RenderingServer::lightmap_get_probe_capture_bsp_tree);
	ClassDB::bind_method(D_METHOD("lightmap_set_baked_exposure_normalization", "lightmap", "baked_exposure"), &RenderingServer::lightmap_set_baked_exposure_normalization);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_capture_update_speed", "speed"), &RenderingServer::lightmap_set_probe_capture_update_speed);
	
	ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create);
	ClassDB::bind_method(D_METHOD("particles_set_mode", "particles", "mode"), &RenderingServer::particles_set_mode);
	ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting);
	ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &RenderingServer::particles_get_emitting);
	ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &RenderingServer::particles_set_amount);
	ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &RenderingServer::particles_set_lifetime);
	ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &RenderingServer::particles_set_one_shot);
	ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &RenderingServer::particles_set_pre_process_time);
	ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &RenderingServer::particles_set_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &RenderingServer::particles_set_randomness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &RenderingServer::particles_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &RenderingServer::particles_set_speed_scale);
	ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &RenderingServer::particles_set_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &RenderingServer::particles_set_process_material);