### 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("texture_2d_create", "image"), &RenderingServer::texture_2d_create);
	ClassDB::bind_method(D_METHOD("texture_2d_layered_create", "layers", "layered_type"), &RenderingServer::_texture_2d_layered_create);
	ClassDB::bind_method(D_METHOD("texture_3d_create", "format", "width", "height", "depth", "mipmaps", "data"), &RenderingServer::_texture_3d_create);
	ClassDB::bind_method(D_METHOD("texture_proxy_create", "base"), &RenderingServer::texture_proxy_create);
	ClassDB::bind_method(D_METHOD("texture_2d_update", "texture", "image", "layer"), &RenderingServer::texture_2d_update);
	ClassDB::bind_method(D_METHOD("texture_3d_update", "texture", "data"), &RenderingServer::_texture_3d_update);
	ClassDB::bind_method(D_METHOD("texture_proxy_update", "texture", "proxy_to"), &RenderingServer::texture_proxy_update);
	ClassDB::bind_method(D_METHOD("texture_2d_placeholder_create"), &RenderingServer::texture_2d_placeholder_create);
	ClassDB::bind_method(D_METHOD("texture_2d_layered_placeholder_create", "layered_type"), &RenderingServer::texture_2d_layered_placeholder_create);
	ClassDB::bind_method(D_METHOD("texture_3d_placeholder_create"), &RenderingServer::texture_3d_placeholder_create);
	ClassDB::bind_method(D_METHOD("texture_2d_get", "texture"), &RenderingServer::texture_2d_get);
	ClassDB::bind_method(D_METHOD("texture_2d_layer_get", "texture", "layer"), &RenderingServer::texture_2d_layer_get);
	ClassDB::bind_method(D_METHOD("texture_3d_get", "texture"), &RenderingServer::_texture_3d_get);
	ClassDB::bind_method(D_METHOD("texture_replace", "texture", "by_texture"), &RenderingServer::texture_replace);
	ClassDB::bind_method(D_METHOD("texture_set_size_override", "texture", "width", "height"), &RenderingServer::texture_set_size_override);
	ClassDB::bind_method(D_METHOD("texture_set_path", "texture", "path"), &RenderingServer::texture_set_path);
	ClassDB::bind_method(D_METHOD("texture_get_path", "texture"), &RenderingServer::texture_get_path);
	ClassDB::bind_method(D_METHOD("texture_set_force_redraw_if_visible", "texture", "enable"), &RenderingServer::texture_set_force_redraw_if_visible);
	ClassDB::bind_method(D_METHOD("texture_get_rd_texture", "texture", "srgb"), &RenderingServer::texture_get_rd_texture, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("texture_get_native_handle", "texture", "srgb"), &RenderingServer::texture_get_native_handle, DEFVAL(false));
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);