### 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
}
	sd.aabb = p_dictionary["aabb"];
	if (p_dictionary.has("lods")) {
		Array lods = p_dictionary["lods"];
		for (int i = 0; i < lods.size(); i++) {
			Dictionary lod = lods[i];
			ERR_CONTINUE(!lod.has("edge_length"));
			ERR_CONTINUE(!lod.has("index_data"));
			RS::SurfaceData::LOD l;
			l.edge_length = lod["edge_length"];
			l.index_data = lod["index_data"];
			sd.lods.push_back(l);
		}
	}
	if (p_dictionary.has("bone_aabbs")) {
		Array aabbs = p_dictionary["bone_aabbs"];
		for (int i = 0; i < aabbs.size(); i++) {
			AABB aabb = aabbs[i];
			sd.bone_aabbs.push_back(aabb);
		}
	}
	if (p_dictionary.has("blend_shape_data")) {
		sd.blend_shape_data = p_dictionary["blend_shape_data"];
	}
	if (p_dictionary.has("material")) {
		sd.material = p_dictionary["material"];
	}
	return sd;
}
RID RenderingServer::_mesh_create_from_surfaces(const TypedArray<Dictionary> &p_surfaces, int p_blend_shape_count) {