### 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
List<TextureInfo> list;
	texture_debug_usage(&list);
	Array arr;
	for (const TextureInfo &E : list) {
		Dictionary dict;
		dict["texture"] = E.texture;
		dict["width"] = E.width;
		dict["height"] = E.height;
		dict["depth"] = E.depth;
		dict["format"] = E.format;
		dict["bytes"] = E.bytes;
		dict["path"] = E.path;
		arr.push_back(dict);
	}
	return arr;
}
static PackedInt64Array to_int_array(const Vector<ObjectID> &ids) {
	PackedInt64Array a;
	a.resize(ids.size());
	for (int i = 0; i < ids.size(); ++i) {
		a.write[i] = ids[i];
	}
	return a;
}
PackedInt64Array RenderingServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {