### 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("particles_set_fixed_fps", "particles", "fps"), &RenderingServer::particles_set_fixed_fps);
	ClassDB::bind_method(D_METHOD("particles_set_interpolate", "particles", "enable"), &RenderingServer::particles_set_interpolate);
	ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &RenderingServer::particles_set_fractional_delta);
	ClassDB::bind_method(D_METHOD("particles_set_collision_base_size", "particles", "size"), &RenderingServer::particles_set_collision_base_size);
	ClassDB::bind_method(D_METHOD("particles_set_transform_align", "particles", "align"), &RenderingServer::particles_set_transform_align);
	ClassDB::bind_method(D_METHOD("particles_set_trails", "particles", "enable", "length_sec"), &RenderingServer::particles_set_trails);
	ClassDB::bind_method(D_METHOD("particles_set_trail_bind_poses", "particles", "bind_poses"), &RenderingServer::_particles_set_trail_bind_poses);
	ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &RenderingServer::particles_is_inactive);
	ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &RenderingServer::particles_request_process);
	ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &RenderingServer::particles_restart);
	ClassDB::bind_method(D_METHOD("particles_set_subemitter", "particles", "subemitter_particles"), &RenderingServer::particles_set_subemitter);
	ClassDB::bind_method(D_METHOD("particles_emit", "particles", "transform", "velocity", "color", "custom", "emit_flags"), &RenderingServer::particles_emit);
	ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &RenderingServer::particles_set_draw_order);
	ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &RenderingServer::particles_set_draw_passes);
	ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &RenderingServer::particles_set_draw_pass_mesh);
	ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &RenderingServer::particles_get_current_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &RenderingServer::particles_set_emission_transform);
	BIND_ENUM_CONSTANT(PARTICLES_MODE_2D);
	BIND_ENUM_CONSTANT(PARTICLES_MODE_3D);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_DISABLED);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY);
	BIND_CONSTANT(PARTICLES_EMIT_FLAG_POSITION);
	BIND_CONSTANT(PARTICLES_EMIT_FLAG_ROTATION_SCALE);
	BIND_CONSTANT(PARTICLES_EMIT_FLAG_VELOCITY);
	BIND_CONSTANT(PARTICLES_EMIT_FLAG_COLOR);
	BIND_CONSTANT(PARTICLES_EMIT_FLAG_CUSTOM);
	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);