### 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
case RS::GLOBAL_VAR_TYPE_MAT4:
			return ShaderLanguage::TYPE_MAT4;
		case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D:
			return ShaderLanguage::TYPE_MAT3;
		case RS::GLOBAL_VAR_TYPE_TRANSFORM:
			return ShaderLanguage::TYPE_MAT4;
		case RS::GLOBAL_VAR_TYPE_SAMPLER2D:
			return ShaderLanguage::TYPE_SAMPLER2D;
		case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY:
			return ShaderLanguage::TYPE_SAMPLER2DARRAY;
		case RS::GLOBAL_VAR_TYPE_SAMPLER3D:
			return ShaderLanguage::TYPE_SAMPLER3D;
		case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE:
			return ShaderLanguage::TYPE_SAMPLERCUBE;
		default:
			return ShaderLanguage::TYPE_MAX; 
	}
}
RenderingDevice *RenderingServer::get_rendering_device() const {
	
	return RenderingDevice::get_singleton();
}
RenderingDevice *RenderingServer::create_local_rendering_device() const {
	RenderingDevice *device = RenderingDevice::get_singleton();
	if (!device) {
		return nullptr;
	}
	return device->create_local_device();
}
static Vector<Ref<Image>> _get_imgvec(const TypedArray<Image> &p_layers) {