### 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
uint16_t v = src[i];
						memcpy(&iw[i * 2], &v, 2);
					} else {
						uint32_t v = src[i];
						memcpy(&iw[i * 4], &v, 4);
					}
				}
			} break;
			default: {
				ERR_FAIL_V(ERR_INVALID_DATA);
			}
		}
	}
	if (p_format & RS::ARRAY_FORMAT_BONES) {
		
		int total_bones = max_bone + 1;
		bool first = r_bone_aabb.size() == 0;
		r_bone_aabb.resize(total_bones);
		int weight_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
		if (first) {
			for (int i = 0; i < total_bones; i++) {
				r_bone_aabb.write[i].size = Vector3(-1, -1, -1); 
			}
		}
		Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX];
		Vector<int> bones = p_arrays[RS::ARRAY_BONES];
		Vector<float> weights = p_arrays[RS::ARRAY_WEIGHTS];
		bool any_valid = false;
		if (vertices.size() && bones.size() == vertices.size() * weight_count && weights.size() == bones.size()) {
			int vs = vertices.size();