### 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
Vector<uint8_t> vertex_data = p_data.vertex_data;
	Vector<uint8_t> attrib_data = p_data.attribute_data;
	Vector<uint8_t> skin_data = p_data.skin_data;
	ERR_FAIL_COND_V(vertex_data.size() == 0 && (p_data.format & RS::ARRAY_FORMAT_VERTEX), Array());
	int vertex_len = p_data.vertex_count;
	Vector<uint8_t> index_data = p_data.index_data;
	int index_len = p_data.index_count;
	uint32_t format = p_data.format;
	return _get_array_from_surface(format, vertex_data, attrib_data, skin_data, vertex_len, index_data, index_len);
}
#if 0
Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {