### 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("mesh_surface_get_format_skin_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_skin_stride);
	ClassDB::bind_method(D_METHOD("mesh_add_surface", "mesh", "surface"), &RenderingServer::_mesh_add_surface);
	ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &RenderingServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(0));
	ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &RenderingServer::mesh_get_blend_shape_count);
	ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &RenderingServer::mesh_set_blend_shape_mode);
	ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &RenderingServer::mesh_get_blend_shape_mode);
	ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &RenderingServer::mesh_surface_set_material);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &RenderingServer::mesh_surface_get_material);
	ClassDB::bind_method(D_METHOD("mesh_get_surface", "mesh", "surface"), &RenderingServer::_mesh_get_surface);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_arrays);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_blend_shape_arrays);
	ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &RenderingServer::mesh_get_surface_count);
	ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &RenderingServer::mesh_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &RenderingServer::mesh_get_custom_aabb);
	ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &RenderingServer::mesh_clear);
	ClassDB::bind_method(D_METHOD("mesh_surface_update_vertex_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_vertex_region);
	ClassDB::bind_method(D_METHOD("mesh_surface_update_attribute_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_attribute_region);
	ClassDB::bind_method(D_METHOD("mesh_surface_update_skin_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_skin_region);
	ClassDB::bind_method(D_METHOD("mesh_set_shadow_mesh", "mesh", "shadow_mesh"), &RenderingServer::mesh_set_shadow_mesh);
	BIND_ENUM_CONSTANT(ARRAY_VERTEX);
	BIND_ENUM_CONSTANT(ARRAY_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_CUSTOM0);
	BIND_ENUM_CONSTANT(ARRAY_CUSTOM1);
	BIND_ENUM_CONSTANT(ARRAY_CUSTOM2);
	BIND_ENUM_CONSTANT(ARRAY_CUSTOM3);
	BIND_ENUM_CONSTANT(ARRAY_BONES);