### 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("viewport_set_positional_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_positional_shadow_atlas_quadrant_subdivision);
	ClassDB::bind_method(D_METHOD("viewport_set_msaa_3d", "viewport", "msaa"), &RenderingServer::viewport_set_msaa_3d);
	ClassDB::bind_method(D_METHOD("viewport_set_msaa_2d", "viewport", "msaa"), &RenderingServer::viewport_set_msaa_2d);
	ClassDB::bind_method(D_METHOD("viewport_set_screen_space_aa", "viewport", "mode"), &RenderingServer::viewport_set_screen_space_aa);
	ClassDB::bind_method(D_METHOD("viewport_set_use_taa", "viewport", "enable"), &RenderingServer::viewport_set_use_taa);
	ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding);
	ClassDB::bind_method(D_METHOD("viewport_set_use_occlusion_culling", "viewport", "enable"), &RenderingServer::viewport_set_use_occlusion_culling);
	ClassDB::bind_method(D_METHOD("viewport_set_occlusion_rays_per_thread", "rays_per_thread"), &RenderingServer::viewport_set_occlusion_rays_per_thread);
	ClassDB::bind_method(D_METHOD("viewport_set_occlusion_culling_build_quality", "quality"), &RenderingServer::viewport_set_occlusion_culling_build_quality);
	ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "type", "info"), &RenderingServer::viewport_get_render_info);
	ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &RenderingServer::viewport_set_debug_draw);
	ClassDB::bind_method(D_METHOD("viewport_set_measure_render_time", "viewport", "enable"), &RenderingServer::viewport_set_measure_render_time);
	ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_cpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_cpu);
	ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_gpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_gpu);
	ClassDB::bind_method(D_METHOD("viewport_set_vrs_mode", "viewport", "mode"), &RenderingServer::viewport_set_vrs_mode);
	ClassDB::bind_method(D_METHOD("viewport_set_vrs_texture", "viewport", "texture"), &RenderingServer::viewport_set_vrs_texture);
	BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_BILINEAR);
	BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_FSR);
	BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); 
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); 
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ALWAYS);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_ENABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_INHERIT);