### 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("environment_set_sdfgi_ray_count", "ray_count"), &RenderingServer::environment_set_sdfgi_ray_count);
	ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_converge", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_converge);
	ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_update_light", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_update_light);
	ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog_volume_size", "size", "depth"), &RenderingServer::environment_set_volumetric_fog_volume_size);
	ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog_filter_active", "active"), &RenderingServer::environment_set_volumetric_fog_filter_active);
	ClassDB::bind_method(D_METHOD("environment_bake_panorama", "environment", "bake_irradiance", "size"), &RenderingServer::environment_bake_panorama);
	ClassDB::bind_method(D_METHOD("screen_space_roughness_limiter_set_active", "enable", "amount", "limit"), &RenderingServer::screen_space_roughness_limiter_set_active);
	ClassDB::bind_method(D_METHOD("sub_surface_scattering_set_quality", "quality"), &RenderingServer::sub_surface_scattering_set_quality);
	ClassDB::bind_method(D_METHOD("sub_surface_scattering_set_scale", "scale", "depth_scale"), &RenderingServer::sub_surface_scattering_set_scale);
	BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
	BIND_ENUM_CONSTANT(ENV_BG_COLOR);
	BIND_ENUM_CONSTANT(ENV_BG_SKY);
	BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
	BIND_ENUM_CONSTANT(ENV_BG_KEEP);
	BIND_ENUM_CONSTANT(ENV_BG_CAMERA_FEED);
	BIND_ENUM_CONSTANT(ENV_BG_MAX);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_BG);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_DISABLED);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_COLOR);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_SKY);
	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_BG);
	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_ADDITIVE);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SCREEN);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SOFTLIGHT);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_REPLACE);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_MIX);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);