### 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(LIGHT_PARAM_SHADOW_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_OPACITY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY);
	ClassDB::bind_method(D_METHOD("positional_soft_shadow_filter_set_quality", "quality"), &RenderingServer::positional_soft_shadow_filter_set_quality);
	ClassDB::bind_method(D_METHOD("directional_soft_shadow_filter_set_quality", "quality"), &RenderingServer::directional_soft_shadow_filter_set_quality);
	ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_VERY_LOW);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX);
	
	ClassDB::bind_method(D_METHOD("reflection_probe_create"), &RenderingServer::reflection_probe_create);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_update_mode);