### 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("sky_set_radiance_size", "sky", "radiance_size"), &RenderingServer::sky_set_radiance_size);
	ClassDB::bind_method(D_METHOD("sky_set_mode", "sky", "mode"), &RenderingServer::sky_set_mode);
	ClassDB::bind_method(D_METHOD("sky_set_material", "sky", "material"), &RenderingServer::sky_set_material);
	ClassDB::bind_method(D_METHOD("sky_bake_panorama", "sky", "energy", "bake_irradiance", "size"), &RenderingServer::sky_bake_panorama);
	BIND_ENUM_CONSTANT(SKY_MODE_AUTOMATIC);
	BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
	BIND_ENUM_CONSTANT(SKY_MODE_INCREMENTAL);
	BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
	
	ClassDB::bind_method(D_METHOD("environment_create"), &RenderingServer::environment_create);
	ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &RenderingServer::environment_set_background);
	ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &RenderingServer::environment_set_sky);
	ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &RenderingServer::environment_set_sky_custom_fov);
	ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &RenderingServer::environment_set_sky_orientation);
	ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &RenderingServer::environment_set_bg_color);
	ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "multiplier", "exposure_value"), &RenderingServer::environment_set_bg_energy);
	ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &RenderingServer::environment_set_canvas_max_layer);
	ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG));
	ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "glow_map_strength", "glow_map"), &RenderingServer::environment_set_glow);
	ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white"), &RenderingServer::environment_set_tonemap);
	ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
	ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
	ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao);
	ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective", "sky_affect"), &RenderingServer::environment_set_fog);
	ClassDB::bind_method(D_METHOD("environment_set_sdfgi", "env", "enable", "cascades", "min_cell_size", "y_scale", "use_occlusion", "bounce_feedback", "read_sky", "energy", "normal_bias", "probe_bias"), &RenderingServer::environment_set_sdfgi);
	ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "albedo", "emission", "emission_energy", "anisotropy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount", "ambient_inject", "sky_affect"), &RenderingServer::environment_set_volumetric_fog);
	ClassDB::bind_method(D_METHOD("environment_glow_set_use_bicubic_upscale", "enable"), &RenderingServer::environment_glow_set_use_bicubic_upscale);
	ClassDB::bind_method(D_METHOD("environment_set_ssr_roughness_quality", "quality"), &RenderingServer::environment_set_ssr_roughness_quality);
	ClassDB::bind_method(D_METHOD("environment_set_ssao_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssao_quality);
	ClassDB::bind_method(D_METHOD("environment_set_ssil_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssil_quality);