### 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
}
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r, 0, 255));
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g, 0, 255));
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b, 0, 255));
			}
		}
	}
	Ref<Image> data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data));
	test_texture = texture_2d_create(data);
	return test_texture;
}
void RenderingServer::_free_internal_rids() {
	if (test_texture.is_valid()) {
		free(test_texture);
	}
	if (white_texture.is_valid()) {
		free(white_texture);
	}
	if (test_material.is_valid()) {
		free(test_material);
	}
}
RID RenderingServer::_make_test_cube() {
	Vector<Vector3> vertices;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector3> uvs;
#define ADD_VTX(m_idx)                           \
	vertices.push_back(face_points[m_idx]);      \
	normals.push_back(normal_points[m_idx]);     \