### 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
BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF);
	BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES);
	
	ClassDB::bind_method(D_METHOD("bake_render_uv2", "base", "material_overrides", "image_size"), &RenderingServer::bake_render_uv2);
	BIND_ENUM_CONSTANT(BAKE_CHANNEL_ALBEDO_ALPHA);
	BIND_ENUM_CONSTANT(BAKE_CHANNEL_NORMAL);
	BIND_ENUM_CONSTANT(BAKE_CHANNEL_ORM);
	BIND_ENUM_CONSTANT(BAKE_CHANNEL_EMISSION);
	
	ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create);
	ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring);
	ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate);
	ClassDB::bind_method(D_METHOD("canvas_set_disable_scale", "disable"), &RenderingServer::canvas_set_disable_scale);
	
	ClassDB::bind_method(D_METHOD("canvas_texture_create"), &RenderingServer::canvas_texture_create);
	ClassDB::bind_method(D_METHOD("canvas_texture_set_channel", "canvas_texture", "channel", "texture"), &RenderingServer::canvas_texture_set_channel);
	ClassDB::bind_method(D_METHOD("canvas_texture_set_shading_parameters", "canvas_texture", "base_color", "shininess"), &RenderingServer::canvas_texture_set_shading_parameters);
	ClassDB::bind_method(D_METHOD("canvas_texture_set_texture_filter", "canvas_texture", "filter"), &RenderingServer::canvas_texture_set_texture_filter);
	ClassDB::bind_method(D_METHOD("canvas_texture_set_texture_repeat", "canvas_texture", "repeat"), &RenderingServer::canvas_texture_set_texture_repeat);
	BIND_ENUM_CONSTANT(CANVAS_TEXTURE_CHANNEL_DIFFUSE);
	BIND_ENUM_CONSTANT(CANVAS_TEXTURE_CHANNEL_NORMAL);
	BIND_ENUM_CONSTANT(CANVAS_TEXTURE_CHANNEL_SPECULAR);
	
	ClassDB::bind_method(D_METHOD("canvas_item_create"), &RenderingServer::canvas_item_create);
	ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &RenderingServer::canvas_item_set_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_set_default_texture_filter", "item", "filter"), &RenderingServer::canvas_item_set_default_texture_filter);
	ClassDB::bind_method(D_METHOD("canvas_item_set_default_texture_repeat", "item", "repeat"), &RenderingServer::canvas_item_set_default_texture_repeat);
	ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &RenderingServer::canvas_item_set_visible);
	ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &RenderingServer::canvas_item_set_light_mask);
	ClassDB::bind_method(D_METHOD("canvas_item_set_visibility_layer", "item", "visibility_layer"), &RenderingServer::canvas_item_set_visibility_layer);