### 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
case RS::ARRAY_WEIGHTS: {
				uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
				Vector<float> arr;
				arr.resize(p_vertex_len * bone_count);
				{
					float *w = arr.ptrw();
					for (int j = 0; j < p_vertex_len; j++) {
						const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]];
						for (uint32_t k = 0; k < bone_count; k++) {
							w[j * bone_count + k] = float(v[k] / 65535.0);
						}
					}
				}
				ret[i] = arr;
			} break;
			case RS::ARRAY_BONES: {
				uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
				Vector<int> arr;
				arr.resize(p_vertex_len * bone_count);
				int *w = arr.ptrw();
				for (int j = 0; j < p_vertex_len; j++) {
					const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]];
					for (uint32_t k = 0; k < bone_count; k++) {
						w[j * bone_count + k] = v[k];
					}
				}
				ret[i] = arr;
			} break;
			case RS::ARRAY_INDEX: {