### 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
if (test_texture.is_valid()) {
		return test_texture;
	};
#define TEST_TEXTURE_SIZE 256
	Vector<uint8_t> test_data;
	test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3);
	{
		uint8_t *w = test_data.ptrw();
		for (int x = 0; x < TEST_TEXTURE_SIZE; x++) {
			for (int y = 0; y < TEST_TEXTURE_SIZE; y++) {
				Color c;
				int r = 255 - (x + y) / 2;
				if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) {
					c.r = y;
					c.g = r;
					c.b = x;
				} else {
					c.r = r;
					c.g = x;
					c.b = y;