### 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("light_set_max_sdfgi_cascade", "light", "cascade"), &RenderingServer::light_set_max_sdfgi_cascade);
	ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &RenderingServer::light_omni_set_shadow_mode);
	ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
	ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
	ClassDB::bind_method(D_METHOD("light_directional_set_sky_mode", "light", "mode"), &RenderingServer::light_directional_set_sky_mode);
	ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter);
	BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS);
	BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS);
	BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
	BIND_ENUM_CONSTANT(LIGHT_OMNI);
	BIND_ENUM_CONSTANT(LIGHT_SPOT);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);