### 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
} break;
			case RS::ARRAY_TEX_UV: {
				Vector<Vector2> arr;
				arr.resize(p_vertex_len);
				Vector2 *w = arr.ptrw();
				for (int j = 0; j < p_vertex_len; j++) {
					const float *v = reinterpret_cast<const float *>(&ar[j * attrib_elem_size + offsets[i]]);
					w[j] = Vector2(v[0], v[1]);
				}
				ret[i] = arr;
			} break;
			case RS::ARRAY_TEX_UV2: {
				Vector<Vector2> arr;
				arr.resize(p_vertex_len);
				Vector2 *w = arr.ptrw();
				for (int j = 0; j < p_vertex_len; j++) {
					const float *v = reinterpret_cast<const float *>(&ar[j * attrib_elem_size + offsets[i]]);
					w[j] = Vector2(v[0], v[1]);
				}
				ret[i] = arr;
			} break;
			case RS::ARRAY_CUSTOM0:
			case RS::ARRAY_CUSTOM1:
			case RS::ARRAY_CUSTOM2:
			case RS::ARRAY_CUSTOM3: {
				uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (i - RS::ARRAY_CUSTOM0))) & ARRAY_FORMAT_CUSTOM_MASK;
				switch (type) {
					case ARRAY_CUSTOM_RGBA8_UNORM:
					case ARRAY_CUSTOM_RGBA8_SNORM:
					case ARRAY_CUSTOM_RG_HALF: