### 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("canvas_light_occluder_set_enabled", "occluder", "enabled"), &RenderingServer::canvas_light_occluder_set_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &RenderingServer::canvas_light_occluder_set_polygon);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_as_sdf_collision", "occluder", "enable"), &RenderingServer::canvas_light_occluder_set_as_sdf_collision);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask);
	
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &RenderingServer::canvas_occluder_polygon_create);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &RenderingServer::canvas_occluder_polygon_set_shape);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &RenderingServer::canvas_occluder_polygon_set_cull_mode);
	ClassDB::bind_method(D_METHOD("canvas_set_shadow_texture_size", "size"), &RenderingServer::canvas_set_shadow_texture_size);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE);
	
	ClassDB::bind_method(D_METHOD("global_shader_parameter_add", "name", "type", "default_value"), &RenderingServer::global_shader_parameter_add);
	ClassDB::bind_method(D_METHOD("global_shader_parameter_remove", "name"), &RenderingServer::global_shader_parameter_remove);
	ClassDB::bind_method(D_METHOD("global_shader_parameter_get_list"), &RenderingServer::_global_shader_parameter_get_list);
	ClassDB::bind_method(D_METHOD("global_shader_parameter_set", "name", "value"), &RenderingServer::global_shader_parameter_set);
	ClassDB::bind_method(D_METHOD("global_shader_parameter_set_override", "name", "value"), &RenderingServer::global_shader_parameter_set_override);
	ClassDB::bind_method(D_METHOD("global_shader_parameter_get", "name"), &RenderingServer::global_shader_parameter_get);
	ClassDB::bind_method(D_METHOD("global_shader_parameter_get_type", "name"), &RenderingServer::global_shader_parameter_get_type);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BOOL);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_INT);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2I);