### 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
data.resize(indices.size() * 4);
				uint8_t *w = data.ptrw();
				uint32_t *index_ptr = (uint32_t *)w;
				for (uint32_t i = 0; i < index_count; i++) {
					index_ptr[i] = r[i];
				}
			}
			SurfaceData::LOD lod;
			lod.edge_length = distance;
			lod.index_data = data;
			lods.push_back(lod);
		}
	}
	SurfaceData &surface_data = *r_surface_data;
	surface_data.format = format;
	surface_data.primitive = p_primitive;
	surface_data.aabb = aabb;
	surface_data.vertex_data = vertex_array;
	surface_data.attribute_data = attrib_array;
	surface_data.skin_data = skin_array;
	surface_data.vertex_count = array_len;
	surface_data.index_data = index_array;
	surface_data.index_count = index_array_len;
	surface_data.blend_shape_data = blend_shape_data;
	surface_data.bone_aabbs = bone_aabb;
	surface_data.lods = lods;
	return OK;
}
void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, BitField<ArrayFormat> p_compress_format) {