### 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
ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh);
	ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube);
	ClassDB::bind_method(D_METHOD("get_test_texture"), &RenderingServer::get_test_texture);
	ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture);
	ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true));
	ClassDB::bind_method(D_METHOD("get_default_clear_color"), &RenderingServer::get_default_clear_color);
	ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color);
	ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature);
	ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &RenderingServer::has_os_feature);
	ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &RenderingServer::set_debug_generate_wireframes);
	ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &RenderingServer::is_render_loop_enabled);
	ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &RenderingServer::set_render_loop_enabled);
	ClassDB::bind_method(D_METHOD("get_frame_setup_time_cpu"), &RenderingServer::get_frame_setup_time_cpu);
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");
	BIND_ENUM_CONSTANT(RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME);
	BIND_ENUM_CONSTANT(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(RENDERING_INFO_TEXTURE_MEM_USED);
	BIND_ENUM_CONSTANT(RENDERING_INFO_BUFFER_MEM_USED);
	BIND_ENUM_CONSTANT(RENDERING_INFO_VIDEO_MEM_USED);
	BIND_ENUM_CONSTANT(FEATURE_SHADERS);
	BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
	ADD_SIGNAL(MethodInfo("frame_pre_draw"));
	ADD_SIGNAL(MethodInfo("frame_post_draw"));
	ClassDB::bind_method(D_METHOD("force_sync"), &RenderingServer::sync);
	ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &RenderingServer::draw, DEFVAL(true), DEFVAL(0.0));
	ClassDB::bind_method(D_METHOD("get_rendering_device"), &RenderingServer::get_rendering_device);
	ClassDB::bind_method(D_METHOD("create_local_rendering_device"), &RenderingServer::create_local_rendering_device);
}
void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data) {