### 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
uint8_t *vw = r_vertex_array.ptrw();
	uint8_t *aw = r_attrib_array.ptrw();
	uint8_t *sw = r_skin_array.ptrw();
	uint8_t *iw = nullptr;
	if (r_index_array.size()) {
		iw = r_index_array.ptrw();
	}
	int max_bone = 0;
	for (int ai = 0; ai < RS::ARRAY_MAX; ai++) {
		if (!(p_format & (1 << ai))) { 
			continue;
		}
		switch (ai) {
			case RS::ARRAY_VERTEX: {
				if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
					Vector<Vector2> array = p_arrays[ai];
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
					const Vector2 *src = array.ptr();
					
					Rect2 aabb;
					{
						for (int i = 0; i < p_vertex_array_len; i++) {
							float vector[2] = { (float)src[i].x, (float)src[i].y };
							memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 2);
							if (i == 0) {
								aabb = Rect2(src[i], SMALL_VEC2);