### 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
const Vector3 *rv = vertices.ptr();
			const int *rb = bones.ptr();
			const float *rw = weights.ptr();
			AABB *bptr = r_bone_aabb.ptrw();
			for (int i = 0; i < vs; i++) {
				Vector3 v = rv[i];
				for (int j = 0; j < weight_count; j++) {
					int idx = rb[i * weight_count + j];
					float w = rw[i * weight_count + j];
					if (w == 0) {
						continue; 
					}
					ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);
					if (bptr[idx].size.x < 0) {
						
						bptr[idx] = AABB(v, SMALL_VEC3);
						any_valid = true;
					} else {
						bptr[idx].expand_to(v);
					}
				}
			}
		}
		if (!any_valid && first) {
			r_bone_aabb.clear();
		}
	}
	return OK;
}
uint32_t RenderingServer::mesh_surface_get_format_offset(BitField<ArrayFormat> p_format, int p_vertex_len, int p_array_index) const {